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[Casual] bansa [MonoRed] vs James [MonoGreen]


#61

yeah do that :slight_smile: We are both still learning these spreadsheets!


#62

@James also, this doesn’t affect the play but I don’t think you built Tech II after restart of T4.


#63

you’re right, corrected


#64

P2T5


Tech StartingHand Workers

TECH
Lobber
Kidnapping


STARTING HAND
Chaos Mirror
Charge
Crash Bomber
Firebat
Surprise Attack


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage
Careful Musketeer


NextHand

Lobber
Flame Arrow
Firebat
Scorch


Tech 2 card(s)
Get Paid + float - ($10)
Draw for Technician
Summon Zane - ($8)
Play Surprise Attack - ($3)
Both sharks attack SQL, all die
Zane (2/2) attacks Young Treant and kills it, you draw a card
Play Crash Bomber - ($2)
Play Charge and gives 1ATK and haste to Bomber - ($0)
Bomber attacks and kills Midori, Zane levels to L3, Bomber dies and deals (1) damage to Tech I (on 3)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • L3 Zane(2/2) Tabbed

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

@James 's turn


#65

P1T6


Tech StartingHand Workers

TECH
Wandering Mimic
Ferocity


STARTING HAND
Verdant Tree
Playful Panda
Potent Basilisk
Spirit of the Panda
Tiny Basilisk


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Forest’s Favor
Merfolk (1/1)
Spirit of the Panda


NextHand

Spore Shambler
Tiny Basilisk (1/2)
Circle of Life


Discard

Potent Basilisk (3/5A) Untargetable, Deathtouch
Young Treant (0/2)
Potent Basilisk
Wandering Mimic
Ferocity


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tiny Basilisk - ($6)
Argagarg, wisp arrives - ($4)
Playful Panda, wisp arrives - ($2)
Verdant Tree - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Argagarg L1 (1/3)
  • :target: Lookout: Wisp (0/1)

In Play:

  • Playful Panda (2/2)
  • Verdant Tree (3 HP)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Whoops, looks like I misclicked my other tech. I’ll just leave that for now. That means tech II’ing this turn is a lot less good as I can’t play a Tech II creature next turn - can I pressure him more if I don’t? I think I should expect another suprise attack or a Bloodlust, so at least three attacking thisngs next turn. Chaos Mirror is also a thing in his deck. I actually think building a Tree is more valuabe than building a panda here? it either defends a tech I or lets me rebuild it straight away, it might allow for a fast Tech II next turn or the turn after, it may even heal something. The Panda blocks one attack now and one next turn - though I could Rampant Growth it, I kind of want to just play centaurs next turn. Then again, detonate - but that is gold inefficient for him and thins my deck. OK, let’s try this, I’ll learn something. Wait, thinking about this further - Let’s assume Sharks, maxband zane (for 1 as a shark killed my hero), double lobber as the worst case. In this case, I need to be able to block 5 attacks and Zane’s shift, which Wisps are vulnerable to, and still have a turn next turn. Shark kills basi, shark kills a hero, that’s bad, by building’s die. S-> B, S-> Hero, Zane shifts a wisp, still three attacks and 8 damage through. one more wisp - two attacks and 6 damage though, but one of those is a Lobber so a building survives, and he has zane and two lobbers on the field. I can then Panda one of them down, or growth/panda Zane if pos, and hopefully play a centaur. I think that’s better.

After posting - Oh wait a shark can’t kill the basilisk. In this scenario, Zane or double lobber would have to. even better? Or a waste of a card? Unsure. I will certainly have buff targets!

@bansa’s turn!


#66

P2T6


Tech StartingHand Workers

TECH
Crash Bomber
Shoddy Glider


STARTING HAND
Flame Arrow
Lobber
Scorch
Firebat
Mad Man


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage
Careful Musketeer


NextHand

Charge
Bloodrage Orge
Bloodburn
Lobber
Chaos Mirror


Discard

Lobber
Flame Arrow
Mad Man
Scorch
Crash Bomber
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Max Zane and shove Basilisk to Elite, deal (1) damage to it - ($6)
L6 Zane (4/4) attacks and kills Argagarg, takes (1) damage, both draw a card
Play Lobber and attacks Basilisk with haste, both die - ($5)
Play Firebat - ($3)

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L6 Zane(4/3) Tabbed

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 9

@James 's turn good morning and afternoon to you


#67

Good afternoon :slight_smile: Sorry for the delay! Back for the day now though.

P1T7


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Circle of Life
Tiny Basilisk (1/2)
Spore Shambler
Centaur (3/4A) Overpower


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Forest’s Favor
Merfolk (1/1)
Spirit of the Panda


NextHand

Nature Reclaims
Potent Basilisk
Rampant Growth
Centaur (3/4A) Overpower


Tech 2 card(s)
Get Paid - ($10)
Tech II (Balance), builds instantly due to tap of Verdant Tree - ($6)
Centaur - ($3)
Tiny Basilisk - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur (3/4A) Overpower
  • :psfist: Elite:
  • :ps_: Scavenger: Playful Panda (2/2)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout: Wisp (0/1)

In Play:

  • Tiny Basilisk (1/2)
  • Verdant Tree (3 HP)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech I! (Balance) HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Same again, aim to tech III before the T rexes. I think I should be scared of Max Anarchy now though!

@bansa’s turn!


#68

P2T7


Tech StartingHand Workers

TECH
Land Octopus
Land Octopus


STARTING HAND
Chaos Mirror
Lobber
Bloodburn
Bloodrage Orge
Charge


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage
Careful Musketeer


NextHand

Crash Bomber
Kidnapping
Surprise Attack
Bombaster
Mad Man


Tech 2 card(s)
Get Paid + float - ($12)
Play Lobber - ($11)
Play Chaos Mirror to swap ATK of SQL Centaur and Lookout Wisp - ($9)
L6 Zane and Lobber attack SQL Centaur to kill
Start building Tech II (Blood) - ($5)

Float ($5)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • L6 Zane(4/3) tapped
  • Lobber (2/2) tapped

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 9

@James 's turn


#69

Back for the day but I guess it’s too late to continue. :frowning: Weekends are harder for me to make time during the day.


#70

NP, time differences are troublesome

P1T8


StartingHand Workers

STARTING HAND
Rampant Growth
Nature Reclaims
Centaur (3/4A) Overpower
Potent Basilisk


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Forest’s Favor
Merfolk (1/1)
Spirit of the Panda


NextHand

Tiny Basilisk
Potent Basilisk (3/5A) Untargetable, Deathtouch
Circle of Life
Spore Shambler


Discard

Centaur (3/4A) Overpower
Rampant Growth
Tiny Basilisk (1/2)
Centaur (3/4A) Overpower
Nature Reclaims


Tech 0 card(s)
Get Paid + float - ($11)
Argagarg, wisp arrives - ($9)
Rampant Growth on Panda (now 4/2AA) - ($7)
Panda kills Firebat, you draw, panda on 1 health
Tiny Basilisk trades with Zane, Argagarg takes 2 levels
Potent Basilisk - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5A) Deathtouch, untargetable
  • :psfist: Elite: Argagarg L3 (2/4)
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout: Wisp (0/1)

In Play:

  • Playful Panda (2/1)
  • Verdant Tree (3 HP)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Blood. Got to be worried about Shiddy gliders and Crashbarrows, or hasted Recruters and Octopi. I think I have two lines here: 1) Tech III, Potent basilisk, and hero, big patrol vs Zane, lobber, firebat, and lets say two crashbarrows and two gliders and sharks as a worst case (though something with bloodlust and recruiters or octopi would be just as bad probs). In this scenario, my tree and tech I die to gliders easy, one barow takes out the basilisk, sharks eat wisps, barrow, zane, bat and lobber kill the hero and panda and probs my tech II and III as well. Next turn I basi his hero, and… probs just die? OK, in this worst scenario that play would be bad. In a more realistic scenario: Say just one barrow and sharks or something. Barrow and sharks kill basilisk and two other things between them, Zane another, lobber another, firebat and something else through for bad things. OR - Max anarchy into barrows. OK, leaving Zane up may be bad. // Play number 2) Potent basilisk, hero, rampant growth panda to kill firebat, basilisk kills zane, float three so that I can afford tech III into T rex next turn (50% draw, maybe more if I bait by putting the hero in technician?). Now no sharks and no anarchy - so say two barrows, two gliders and a Jaina spell vs patrol of a L3 hero, basilisk and two wisps. Glider denies my Tech III next turn by taking out the tree, barrow i kills basi, barrow 2 kills hero and one wisp, spell kills wisp and panda, lobber and firebat take out tech II. This is… actually less bad as I still have a tech I to maybe play a tiny basilisk into circle of life or ferocity. I guess play 2 it is! Hoping for no gliders.

No T rex in my next hand now anyway, oh well. I guess unless my technician dies I will be stalling will another Basilisk and aybe killing something with a boosted panda assassin again.

@bansa’s turn!


#71

P2T8


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Crash Bomber
Kidnapping
Surprise Attack
Bombaster
Mad Man
Land Octopus


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage
Careful Musketeer


NextHand

Bloodrage Orge
Shoddy Glider
Charge
Flame Arrow
Scorch


Discard

Firebat
Land Octopus
Mad Man
Kidnapping
Surprise Attack
Bombaster
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($14)
Draw for technician
Summon and max Drakk - ($7)
Play Land Octopus - ($4)
Octopus attacks SQL PB with haste and frenzy from Drakk, deals (6) damage to kill and (3) overpower damage to Argagarg, Octopus dies from deathtouch
Summon Jaina - ($2)
Play Mad Man - ($1)
Mad Man attacks and trade with Argargarg, Jaina levels to L3
Play Crash Bomber - ($0)
Lobber attacks and kills Lookout Wisp

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: L3 Jaina (2/3)
  • :pschip: Technician: L6 Drakk (3/4)
  • :target: Lookout:

In Play:

  • Lobber (2/2) tapped

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Sigh… was hoping I can kidnap a Basilisk and trade with another one… Zane is gone, can’t Surprise attack. there is nothing useful in my hand… Technician!! got a lucky draw, Land Octopus can do some damage

@James 's turn


#72

P1T9


StartingHand Workers

STARTING HAND
Circle of Life
Tiny Basilisk
Spore Shambler
Potent Basilisk (3/5A) Untargetable, Deathtouch


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Forest’s Favor
Merfolk (1/1)
Spirit of the Panda


NextHand

Wandering Mimic
Tyrannosaurus Rex
Young Treant (0/2)
Ferocity


Discard

Centaur (3/4A) Overpower
Rampant Growth
Tiny Basilisk (1/2)
Centaur (3/4A) Overpower
Nature Reclaims
Potent Basilisk (3/5A) Deathtouch, untargetable
Spore Shambler
Circle of Life


Tech 0 card(s)
Get Paid + float - ($13)
Tree heals my Panda for 1
Potent Basilisk - ($9)
Tiny basilisk - ($7)
Midori - ($5)
Tech III - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5A) Untargetable, Deathtouch
  • :psfist: Elite: Playful Panda (3/2)
  • :ps_: Scavenger: Midori L1 (2/3)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout: Wisp (0/1)

In Play:

  • Tiny Basilisk (1/2)
  • Verdant Tree (3 HP)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

OK, now what - lets say I am definitely going to play the basilisk as it is my biggest threat/staller. 9 gold left. Options: Tech III, hero, tiny B. Drakk gives another octopus haste, destroys both basilisks, drak and jaina kill wisps, lobber and bomber kill the hero, and crashbarrows/gliders kill my tech III and tree. Might not be likely, but could happen. No octopus: say 2 barrows, 2 gliders. Not so bad - a barrow kills PB, a barrow kills the hero and TB, 2 gliders kill tech III, drak and Jaina kill wisps, what’s left to kill the tree? Alt play: basilisks (7), spore and two counters to panda (2). Not enough gold left to tech 3 and go next turn, poor value goldwise to kill the bomber, though I am left with a 4/2 panda on my back line. I put my hero in scav to bait that, and now the same attack from him is missing the bomber… but I am still in a bad spot next turn. Alt2: tiny B (11), midori (9), circle to mimic (6), spore the panda (1), panda kills bomber, mimic kills Drakk, midori levels to 3. Problem with this: it lets him get Zane again next turn, and only have midori and two wisps patrolling, so stuff will die. I do have a mimic on the field for next turn as well as a 4/1 panda, but I am no closer to my win condition which at the moment is tech III. I will go for option 1 and hope for not too many hastey things (though he could suicide in Jaina for Zane too - it would be expensive, meaning my basilisk would take out at least 2 things).

@bansa’s turn!


#73

P2T9


Tech StartingHand Workers

TECH
Disguised Monkey
Steam Tank


STARTING HAND
Scorch
Bloodrage Orge
Flame Arrow
Charge
Shoddy Glider


WORKERS
Makeshift Rambaster
Nautical Dog
Pillage
Careful Musketeer


NextHand

Lobber
Crash Bomber
Bloodburn


Discard

Firebat
Land Octopus
Mad Man
Kidnapping
Surprise Attack
Bombaster
Pirate Gunship
Pirate Gunship
Crash Bomber
Shoddy Glider
Bloodrage Orge
Charge
Scorch
Flame Arrow
Disguised Monkey
Steam Tank


Tech 2 card(s)
Get Paid - ($9)
Play Bloodrage Orge - ($7)
Orge attacks SQL PB with haste and frenzy from Drakk, deals (4) damage and dies
Crash Bomber trades with SQL PB, deals (1) damage to Verdant Tree when dies
Play Scorch to deal (2) damage to Verdant Tree to destroy - ($4)
Play Shoddy Glider - ($3)
Play Charge to give +1ATK to Glider - ($1)
Glider attacks Tech III with frenzy and charge to destroy, Base (on 18)
L6 Drakk attacks Midori to kill and taks (2) damage, you gain (1) gold, Jaina levels to L5
Max Jaina - ($0)
Jaina taps to deal (3) damage to Tiny Basilisk to kill

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Lobber (2/2)
  • :target: Lookout:

In Play:

  • L6 Drakk (3/2) tapped
  • L6 Jaina (4/3) tapped

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 16

Gold:

  • Gold: 0
  • Workers: 9

@James 's turn


#74

P1T10


StartingHand Workers

STARTING HAND
Ferocity
Wandering Mimic
Young Treant (0/2)
Tyrannosaurus Rex


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Forest’s Favor
Merfolk (1/1)
Spirit of the Panda


NextHand

Tiny Basilisk (1/2)
Tiny Basilisk (1/2)
Nature Reclaims
Circle of Life
Tyrannosaurus Rex


Tech 0 card(s)
Get Paid - ($10)
Start rebuilding tech III
Calamandra - ($8)
Wandering Mimic - learns Haste from Lobber - ($4)
Argagarg, wisp arrives - ($2)
Ferocity - ($0)
Mimic uses the Lobber’s own haste to attack it and kill it, takes no damge as swift strike, you draw
Most Valuable Panda kills Drakk, takes no damage due to swist strike, Cali to L3

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamadr Moss L3 (3/4A) Units have resist 1
  • :psfist: Elite: Wisp (1/1) Armour piercing and Swift Strike until my turn
  • :ps_: Scavenger: Wisp (0/1) Armour piercing and Swift Strike until my turn
  • :pschip: Technician: Argagarg L1 (1/3)
  • :target: Lookout: Wisp (0/1) Armour piercing and Swift Strike until my turn

In Play:

  • Playful Panda (2/2) Armour piercing and Swift Strike until my turn
  • Wandering Mimic (4/4) Armour piercing and Swift Strike until my turn

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

GLIDER. Can he do it again though? with maxband jaina to do three damage… probably!

Thinking about this later, it might have been smart to NOT kill the lobber, and just patrol my panda and mimic and no summon argagarg. This would help because 1) it prevents Zane from coming out 2) multiple things can crash into my swift strike potentially - that lobber isn’t really a threat as long as I have a stacked patrol zone and most importantly 3) if I am patrolling a mimic, then as soon as he plays a glider I have a flying blocker! though a tap jaina + one more damage will take it out, the Swift Strike makes it pretty hard and I could patrol it in Lookout to add some expense. Next time maybe - I have now learned the lesson of sometimes not killing a hero twice in these matches.

@bansa’s turn!


#75

@James GG! That was an incredible turn! We watched a movie about pandas today. Damn pandas… Shouldn’t have gone too aggressive, knew it was going to back fire :frowning: I can probably last another turn or two but not longer, so I forfeit here. I will take my first turn of Game 3 later tonight. Just a heads up, I will have very limited time during the day this week, so it might just be one or two turns a day. Totally understand if this is too slow for you, we can call it a match draw here or play a tie breaker for best of three.


#76

P1T1


StartingHand Workers

STARTING HAND
Charge
Bloodburn
Nautical Dog
Makeshift Rambaster
Careless Musketeer


WORKERS
Makeshift Rambaster


NextHand

Bloodrage Ogre
Scorch
Mad Man
Bombaster
Pillage


Discard

Nautical Dog
Charge
Careless Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Bloodburn - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Bloodburn (0)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

@James 's turn if you are good to continue with Game 3


#77

GG! The pandas did indeed win out, and T Rexes were coming next turn too :laughing: Well played, the aggression made me feel like I was under a lot of pressure, but I managed to hold it in the end! No problem, a slow third game then:

P2T1


StartingHand Workers

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


WORKERS
Ironbark Treant


NextHand

Rampant Growth
Tiger Cub
Rich Earth
Verdant Tree
Young Treant


Discard

Spore Shambler
Merfolk Prospector
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra - ($2)
Most Valuable Panda, wisp arrives - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra Moss L1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Initial plan this time? I’m P2, so likely reactive techs into tech III win again, probs T rexes, unless something else looks better. Next turn tech will be an easy Nature Reclaims I think, can’t be dealing with than bloodburn again.

@bansa’s turn!


#78

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Firebat


STARTING HAND
Mad Man
Bombaster
Bloodrage Ogre
Pillage
Scorch


WORKERS
Makeshift Rambaster
Scorch


NextHand

Pillage
Mad Man
Nautical Dog
Firebat
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bloodrage Orge - ($2)
Start building Tech I - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Bloodburn (0)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

@James 's turn


#79

P2T2


Tech StartingHand Workers

TECH
Centaur
Ferocity


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


WORKERS
Ironbark Treant
Rich Earth


NextHand

Centaur
Forest’s Favor
Tiger Cub
Merfolk Prospector
Ferocity


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rampant Growth the Panda (now 4/2AA) - ($3)
Panda kills the Brogre, takes 1 damage as 2 armour
Level Cali to midband - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra Moss L3 (3/4A) Units have resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Playful Panda (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Or maybe I won’t go nature reclaims? I have Calamandra out, and I can bolster her to an effective 5 health. He ill not have enough money for a surprise attack next turn assuming he workers, so his damage output should be max i think (zane, hasty units/scorch or Jaina, spell) unless he goes double lobber zane or zane 3atk drop charge, but that would be expensive in terms of cards. I have an opportunity to kill his Brogre and put him on the back foot. Calamandra will give my Panda resist, so that he would have to pay to target with Bloodburn unless he kills her first with one of the two card drops. Alt plays: RG cali and patrol the panda to avoid 1 health things floating around. More vulnerable I think, but since I wouldn’t level Cali I could get a Hero’s Hall to get midor next turn. No level cali, hero’s hall - vulnerable to lobbers or scorch lobber, no resist on the units. Techs in this case: Centaur and TB maybe, or Centaur and Ferocity if I think Cali will survive. If she doesn’t, Centaur next turn and tech for Midori spells. I think I am going to go for this, I can survive a bit of bloodburn and deal with it when it has lots of counters mwahahaha.

@bansa’s turn!


#80

P1T3


Tech StartingHand Workers

TECH
Lobber
Kidnapping


STARTING HAND
Firebat
Pillage
Nautical Dog
Gunpoint Taxman
Mad Man


WORKERS
Makeshift Rambaster
Scorch
Nautical Dog


NextHand

Bombaster
Charge
Bloodrage Ogre
Careless Musketeer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Play Gunpoint Taxman - ($4)
Play Firebat - ($2)
Summon Drakk - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Bloodburn (1)
  • L1 Drakk (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

@James 's turn