Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Research Bloodburn - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn (0 runes)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
good old classic matchup. I keep wanting to make BB work, maybe I need to change my approach. Rambaster starts a good base race but trades poorly with a lot of green. you know what, Yolo
STARTING HAND
Tiger Cub
Ironbark Treant
Rampant Growth
Verdant Tree
Merfolk Prospector
WORKERS
Rich Earth
Tiger Cub
NextHand
Spore Shambler
Verdant Tree
Ironbark Treant
Merfolk Prospector
Forest’s Favor
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rampant growth the wisp - ($3)
Wisp trades with brogre, two runes for bloodburn
midband cala - ($1)
Cala and panda take out tech 1, your base to 18
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Playful Panda(2/2)
L3 Calamandra(3/4) discard 2 to be stealthy, units have r1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
hmm if he has rambaster he can take out tech 1 but i think to put off hasty attacks like lobbers this was worth it
Mad Man
Bombaster
Calypso Vystari
Kidnapping
Gunpoint Taxman
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Rebuild Tech 1
Summon Nautical Dog - ($5)
Summon and midband Zane - ($0)
Zane kills Playful Panda and takes 2 damage
Bloodburn pings your base to 19
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite: Nautical Dog (frenzy 1) 2/1
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn (1 runes)
L4 Zane (haste) 3/1
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Gotta pump some gold into things! I’m thinking midband Zane to kill the panda, then patrol zone doggo. Gives Cal the free kill, but I get the option of Kidnapping.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
discard 2 to hide cala
Cala kills Zane, max bands and heals
Tech 2 feral - ($2)
Hire merfolk prospector - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Merfolk Prospector(1/1)
Lookout:
In Play:
L5 Calamandra(4/5) discard 2 to be stealthy, units have r1, can recruit tigers
Buildings:
Base HP: 19
Tech I HP: 5
Tech 2 HP: 5 feral
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 6
Gold:
Gold: 1
Workers: 8
Thoughts
taking a risk he doesnt have pillage by floating, but i havent floated so far so hopefully its workered… atm cala is safe apart from really expensive attacks, so hopefully will be able to fortify next turn and feral strike turn after would be nice
STARTING HAND
Galina Glimmer
Giant Panda
Rampant Growth
WORKERS
Rich Earth
Tiger Cub
Verdant Tree
NextHand
Ironbark Treant(1/2+3a)
Rampaging Elephant
Young Treant
Spore Shambler(2/3+a)
Tech 2 card(s)
Get Paid + float - ($9)
No Worker
tap Cala for a stalking tiger from codex - ($5)
prospector kills dog
Argagarg - ($3)
Giant panda - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Wisp(0/1+a)
Elite:
Scavenger: Stalking tiger(4/4) stealth, invisible whilst cala is alive
Technician: wisp(0/1)
Lookout:
In Play:
L5 Calamandra(4/5) discard 2 to be stealthy, units have r1, can recruit tigers
Argagarg(1/3)
Giant Panda(2/4)
Buildings:
Base HP: 19
Tech I HP: 5
Tech 2 HP: 5
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
walling up so hopefully can feral strike next turn!
Hotter Fire
Calypso Vystari
Bamstamper Lizzo
Mad Man
Pillage
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bloodburn pings your base for 1, down to 18
Summon Zane, he kills your squad lead wisp - ($5)
Zane casts Surprise Attack, summoning two sharks that trade into your Tiger - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman (anti-air) 3/3+a
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn (4 runes)
L1 Captain Zane (haste) 2/2
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Fire)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Going through options. can’t ping off Tiger, grr. I can Zane Sharks and kill SQL and tiger. this leaves me with Taxman to hold off Arg, Cal, Panda, with possible Dinosize. I could also mid Drakk, Zane kills sql, taxman steals scavenger gold and be in the same situation but with Drakk in patrol. bleh. top priority is saving tech 2. I think I hope no Dinosize.
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
young treant, draw a card - ($6)
Rampant growth panda, panda takes out GPT, takes 1 - ($4)
cala and arg take out your tech 2, base to 16
Maxband Arg, elemental arrives - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Water Elemental(3/3+a) anti-air
Elite:
Scavenger: wisp(0/1)
Technician: Young Treant(0/2) cant attack
Lookout:
In Play:
L5 Calamandra(4/5) discard 2 to be stealthy, units have r1, can recruit tigers
Gunpoint Taxman (anti-air) 3/3+a
Mad Man
Pillage
Hotter Fire
Lobber
Crash Bomber
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Maxband Zane, shove Elemental into Elite, dealing 1 damage - ($2)
Zane kills scavenger, we both get a gold - ($3)
Ping Elemental with Bloodburn - ($2)
Summon Mad Man, trading with Elemental - ($1)
Sumon Calypso Vystari - ($0)
Rebuild Tech 2
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Calypso Vystari 2/2+a
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn (4 runes)
L6 MAX Captain Zane (haste) 2/2
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Fire)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
Max Zane (5), shove Ele (6), zane kills scav (5), ping ele (6), worker (7) leaves me 2 gold to play with. Mad Man to kill ele and Vystari to hold the liine?
Tech 2 card(s)
Get Paid + scav - ($10)
Worker - ($9)
Feral strike! boosted, hire potent basilisk (destroys bloodburn) and barkcoat bear - ($1)
tap arg to give +1/+1a to panda
panda kills vystari, takes 1 after armour
Cala kills Zane, takes 4
STARTING HAND
Rich Earth
Playful Panda
Rampant Growth
Spore Shambler
Ironbark Treant
WORKERS
Tiger Cub
Rich Earth
NextHand
Ironbark Treant
Verdant Tree
Forest’s Favor
Galina Glimmer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospect for gold - ($5)
Tech 1 - ($4)
Rampant growth arg, he kills bombaster takes none - ($2)
Hire Playful Panda - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp(0/1)
Technician: Wisp(0/1)
Lookout:
In Play:
Merfolk Prospector(1/1)
L1 Argagarg(1/3)
Playful Panda(2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
kinda wanted to go for a centaur and spirit of the panda but if i draw both and he doesn’t kill scav then it’d be lost so have gone for a classic glimmer and panda, hoping since he went fire tech 2 last time he hasn’t gone and teched fire spells this time round as they would do well against many small units
STARTING HAND
Careless Musketeer
Mad Man
Pillage
Nautical Dog
Bloodrage Ogre
WORKERS
Bloodburn
Pillage
NextHand
Nautical Dog
Scorch
Makeshift Rambaster
Ember Sparks
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina kills a wisp and sparkshots the other one
Play Careless Musketeer - ($3)
Play Bloodrage Ogre - ($1)
Tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Bloodrage Ogre 3/2+a
Elite:
Scavenger:
Technician: Careless Musketeer 2/1
Lookout:
In Play:
L1 Jaina Stormborne (sparkshot) 2/3
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
so I can kill patrol and give up a card and gold. mad man after to kill Prospector, I get 3g to play with. I can level 3x and mid Jaina, kill Prospector, lose Jaina. I can clear wisps, summon BRO and Musketeer, tech 1. That saves Jaina.
STARTING HAND
Forest’s Favor
Ironbark Treant
Galina Glimmer
Verdant Tree
Rampant Growth
WORKERS
Tiger Cub
Rich Earth
Verdant Tree
NextHand
Ironbark Treant
Spore Shambler
Giant Panda
Young Treant
Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Prospect - ($7)
Rampant growth panda - ($5)
Panda kills Ogre, takes 1 after armour
Arg kills mustekteer, takes 2
Max band Arg, out comes elemental - ($1)
Galina glimmer - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Elemental(3/3+a) anti-air
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Merfolk Prospector(1/1)
L5 Argagarg(1/5)
Playful Panda(2/1)
Galina Glimmer(2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
not gonna tech stampede as there are a good few ways they can kill ele and two other units (darn red, and esp fire) lets plan as if that happens, so i only get 7g next turn… any way that he does that leaves him fairly defenceless so might put in a spirit of the panda for the surviving unit and arg to aim for tech building, leaving me enough to panda up in defence, if he leaves a money-maker for me i can do sotp and panda without having to attack that turn
STARTING HAND
Young Treant
Spore Shambler
Giant Panda
Ironbark Treant
Rampant Growth
WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler
NextHand
Playful Panda(2/1)
Forest’s Favor
Giant Panda
Centaur
Spirit of the Panda
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Prospect - ($7)
Hire Young Treant, draw - ($5)
Build tech 2 growth - ($1)
Panda trades with dog
Arg kills Jaina, takes 2
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Young Treant(0/2+a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Merfolk Prospector(1/1)
L5 Argagarg(1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Gained some way too good trades on him there, don’t know if I’m over stretching leaving only a treant to defend but i wanted the extra card, hopefully can draw a t2 for next turn