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[Casual] charnel_mouse (Green) vs. CarpeGuitarrem (Red)

Hey, @CarpeGuitarrem, honoured to take the ensuing beating :wink:

P1T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Rampant Growth
Young Treant
Playful Panda
Tiger Cub


WORKERS
Playful Panda


NextHand

Forest’s Favor
Spore Shambler
Ironbark Treant
Rich Earth
Verdant Tree


Discard

Rampant Growth
Tiger Cub
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra Moss - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Hopefully not in for beating, like I did in the last monomatch with face-fond Bansa. Calamandra opening seems fine when I have Merfold Prospector as a team. I guess Panda is better to worker than Cub as first player.

1 Like
for charnel

depends on what tech are you aiming for. If growth, is better to keep panda cuz 2 runes on blooming ancient for just 2 gold.

P2T1


StartingHand Workers

STARTING HAND
Pillage
Makeshift Rambaster
Careless Musketeer
Mad Man
Bloodrage Ogre


WORKERS
Makeshift Rambaster


NextHand

Nautical Dog
Bloodburn
Charge
Scorch
Bombaster


Discard

Bloodrage Ogre
Mad Man
Pillage


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Careless Musketeer - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Careless Musketeer 3/1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

I’d normally go in on BRO, but I want to try Careless Musketeer in Elite instead. Either forces Rampant Growth, it trades with Merfolk, it eats Cal, or it gets a free kill on Merfolk

For Legion

At the moment, I’m more worried about dealing with Red attacks early-to-mid game than about particular tech choices. Early on you need something to deal damage back, otherwise Drakk can carry the game, and the Panda’s Wisp is terrible for that.

P1T2


Tech StartingHand Workers

TECH
Ferocity
Centaur


STARTING HAND
Spore Shambler
Forest’s Favor
Ironbark Treant
Verdant Tree
Rich Earth


WORKERS
Playful Panda
Rich Earth


NextHand

Young Treant
Tiger Cub
Centaur
Verdant Tree
Ironbark Treant


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Merfolk Prospector exhausts for gold - ($4)
Forest’s Favor, Calamandra gets a rune - ($2)
Calamandra kills Careless Musketeer, takes 3 damage
Midband Calamandra - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Calamandra L3 4/5 (+, units have resist 1)
  • Merfolk Prospector 1/1 (resist 1 from Calamandra aura)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

With a float like that, I’m guessing Carpe’s fishing for a scavenger kill? Prospector gives me the money to kill Musketeer and end with a 4/5 Calamandra. That’s stilll killable with Zane + hasted started units or a Scorch or something, but at the expense of leaving the Prospector alive and losing all the attackers, so I think I’d still be in good shape. Going to see if I can get a Centaur on the offensive, for a change.

1 Like

"P2T2


Tech StartingHand Workers

TECH
Chaos Mirror
Firebat


STARTING HAND
Nautical Dog
Bloodburn
Charge
Scorch
Bombaster


WORKERS
Makeshift Rambaster
Bombaster


NextHand

Pillage
Chaos Mirror
Firebat
Scorch
Careless Musketeer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Summon Zane - ($5)
Zane kills Prospector and takes 1 damage
midband Zane, he heals - ($2)
Summon Nautical Dog - ($1)
Build Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nautical Dog (frenzy 1) 2/1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L4 Captain Zane (haste) 3/3

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

Gotta do something about Cal. She is scary right now. Chaos Mirror could help, and with this setup Mouse at least has to dump cards into killing Zane.

@charnel_mouse’s turn!
"

P1T3


Tech StartingHand Workers

TECH
Murkwood Allies
Murkwood Allies


STARTING HAND
Young Treant
Ironbark Treant
Verdant Tree
Tiger Cub
Centaur


WORKERS
Playful Panda
Rich Earth
Verdant Tree


NextHand

Forest’s Favor
Spore Shambler
Rampant Growth


Discard

Merfolk Prospector
Young Treant
Tiger Cub
Ironbark Treant
Murkwood Allies
Murkwood Allies


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Centaur - ($2)
Discard two, Calamandra gains stealth
Calamandra kills Zane, hits level 5 (maxband)
Heroes’ Hall - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur 3/4+1A (resist 1 from Calamandra aura, overpower)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra L5 5/6 (+, units have resist 1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

No idea why Carpe’s got the Dog in Elite, maybe just to make me maxband Calamandra. Zane’s blatantly going to shove and kill the Centaur if I leave him alone, do I just want to kill him now? It puts me really down on cards, even if I bring out a Tiger next turn. Yeah, I do. Building a Heroes’ Hall just so I have no float to get Pillage-d.

What am I worried about? Kidnapping, but some Allies should help with that. Probably double-Lobber, but then the Centaur dies and I can still bring in a Tiger. Just going with Allies for now. Although Spirit of the Panda could be pretty good, too… I’ve got another turn before I reshuffle, so I’ll wait and see what Carpe does.

1 Like

"P2T3


Tech StartingHand Workers

TECH
Chaos Mirror
Gunpoint Taxman


STARTING HAND
Firebat
Scorch
Careless Musketeer
Pillage
Chaos Mirror


WORKERS
Makeshift Rambaster
Bombaster
Pillage


NextHand

Bloodburn
Charge
Bloodrage Ogre
Mad Man


Discard

Scorch
Chaos Mirror
Chaos Mirror
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Firebat - ($4)
Summon Careless Musketeer - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat 3/3+a
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (frenzy 1) 1/1
  • :pschip: Technician: Careless Musketeer 2/1
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

So yeah, this is not great. My best move is to hole up until I can bounce back. Cal can’t heal now, so she’ll die eventually.

@charnel_mouse’s turn!
"

P1T4


Tech StartingHand Workers

TECH
Spirit of the Panda
Gigadon


STARTING HAND
Spore Shambler
Rampant Growth
Forest’s Favor


WORKERS
Playful Panda
Rich Earth
Verdant Tree
Forest’s Favor


NextHand

Murkwood Allies
Merfolk Prospector
Ferocity
Murkwood Allies


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Feral - ($2)
Argagarg Garg and his starter pet arrive - ($0)
Calamandra kills Firebat, takes 3 damage
Centaur kills Nautical Dog and Careless Musketeer, you draw and get a gold, takes 1 damage

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+1A (resist 1 from Calamandra aura)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argagarg L1 1/3
  • :target: Lookout:

In Play:

  • Calamandra L5 5/3 (+, units have resist 1, 3 damage)
  • Centaur 3/3 (resist 1 from Calamandra aura, overpower, 1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Not bothered about Firebat. Not while Cal is alive, anyway. I’ve got a few options here:

  • Put Rampant Growth on the Centaur to kill two patrollers, maybe attack with Cal too. Tech up, bring in Argagarg.
  • Cal kills the Firebat, Centaur kills the others or just blocks. Lets me tech up and recover my hand.
  • Cal summons a Tiger, summon Arg. Lets my hand recover, but I’m delaying Tech II when I don’t really need to.

Second option looks good. Do I want Midori instead of Argagarg? His midband will be easier to get to than Stampede for the frogs, even if he doesn’t help with anything else. Could always try for his maxband / Final Showdown, of course, and he’s better for combat. On the other hand, Spirit of the Panda can keep stuff alive to stay on offense, and I’m going to be able to play all my heroes pretty soon anyway. Oh, and Midori could just die if I block with him this turn, better to make use of Argagarg’s starter pet.

Which spec do I want? Feral or Growth are good with allies, for Gigadon and Ancients/MoLaC, respectively. Feral’s got the bigger units for making use of Feral Strike, I’ll go for that. I want big stuff for Ferocity anyway, right? Allies should help mitigate Kidnapping.

Not risking Feral Strike for techs, in case Carpe’s put some Flame Arrows in.

1 Like

P2T4


Tech StartingHand Workers

TECH
Crash Bomber
Bloodlust


STARTING HAND
Bloodrage Ogre
Charge
Bloodburn
Mad Man


WORKERS
Makeshift Rambaster
Bombaster
Pillage
Bloodburn


NextHand

Charge
Chaos Mirror


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Summon Zane, he kills your Squad Leader - ($7)
Summon Bloodrage Ogre - ($5)
Zane casts Charge on Bloodrage Ogre, giving +1 ATK and Haste - ($3)
Bloodrage Ogre kills Argagarg (Zane levels twice) and takes 1 damage
Level Zane once to midband - ($2)
Summon Mad Man - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (haste) 1/1+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L4 Captain Zane 3/3
  • Bloodrage Ogre 3/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Looking BAD. I can summon Drakk at max (7), summon BRO (9), summon Mad Man, but that's…meh. I don't worker, I do clear Arg and the wisp. I can also summon Zane, kill the Wisp, and…charge a BRO, which is (4). But I hrm. Leaves me with 6 gold and very little to spend it on. Tech II, I guess. Hmm, maybe I can threaten a Tech II play with this. Not a huge fan of doing so little. Nvm, did my math wrong, can't get Tech II down

@charnel_mouse's turn!

P1T5


Tech StartingHand Workers

TECH
Stampede
Predator Tiger


STARTING HAND
Ferocity
Murkwood Allies
Murkwood Allies
Merfolk Prospector
Rampant Growth


WORKERS
Playful Panda
Rich Earth
Verdant Tree
Forest’s Favor
Merfolk Prospector


NextHand

Gigadon
Ironbark Treant
Young Treant
Spirit of the Panda


Discard

Murkwood Allies
Ferocity
Murkwood Allies
Rampant Growth
Stampede
Predator Tiger


Tech 2 card(s)
Get Paid - ($8)
Technician draw
Worker - ($7)
Murkwood Allies, four Frogs arrive - ($2)
Centaur kills Mad Man and Bloodrage Ogre, takes 1 damage
Calamandra destroys your Tech I, your base goes to 18
Ferocity, my units have swift strike until my next turn - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ribbit 1/1+1A (swift strike, resist 1 from Calamandra aura)
  • :psfist: Elite: Robbit 1+1/1 (swift strike, resist 1 from Calamandra aura)
  • :ps_: Scavenger: Rubbit 1/1 (swift strike, resist 1 from Calamandra aura)
  • :pschip: Technician: Rebbit 1/1 (swift strike, resist 1 from Calamandra aura)
  • :target: Lookout:

In Play:

  • Calamandra L5 5/3 (+, units have resist 1, 3 damage)
  • Centaur 3/2 (swift strike, resist 1 from Calamandra aura, overpower, 2 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Oh, wow, I already liked the hand but technician draw gave me Rampant Growth too. Screw Ferocity, let’s wipe Carpe’s board again. Or I could just trade her into Zane, and bring out Argagarg for Spirit of the Panda? No, he’s dead, and I don’t want to leave Centaur as my only offense anyway. Actually, Zane can’t do much with Frogs in the way, maybe kill them all if he’s got some sharks, so let’s just take down his Tech I. Maybe playing Ferocity is still a good idea if I’m expecting sharks, though? I can’t think what else Carpe’s stockpiled so much gold for. Sure, might as well, then I’ve got more chance of a cheap Gigadon.

Very good chances for a guaranteed Spirit of the Panda for healing next turn.

Teching in Stampede since I’m bringing in Argagarg anyway, and Predator Tiger since Carpe’s so behind on tech level.

Uh, playing Ferocity before Centaur attacks, no reason for me to take damage there.

1 Like

Either way I definitely can’t recover at this point haha, gg! Not sure what to do about Green when I’m Red on the back foot.

1 Like

GG! I’m not sure, really. Halfway-though, I was most afraid of Jaina coming out and shooting Cal to death with a Flame Arrow. Only thing I can see is trading Zane and a Charged Dog with Calamandra on your turn 2, but I did get a good Centaur draw. Want to play it back?

1 Like

Yeah, I’m down for that.

"P1T1


StartingHand Workers

STARTING HAND
Mad Man
Makeshift Rambaster
Bombaster
Pillage
Bloodburn


WORKERS
Pillage


NextHand

Careless Musketeer
Bloodrage Ogre
Nautical Dog
Scorch


Discard

Bloodburn
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Makeshift Rambaster - ($1)
Summon Mad Man - ($0)
Everything hits your base for 4 damage (down to 16)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Mad Man (haste) 1/1
  • Makeshift Rambaster (haste, can’t patrol) 1/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Okay, let’s get started. I drew an aggro hand, let’s go aggro

@charnel_mouse’s turn!
"

1 Like

P2T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Rampant Growth
Forest’s Favor
Verdant Tree
Playful Panda


WORKERS
Verdant Tree


NextHand

Rich Earth
Young Treant
Merfolk Prospector
Spore Shambler
Tiger Cub


Discard

Rampant Growth
Forest’s Favor
Playful Panda


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant 1+1/2+2A
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Aggressive start from Carpe, but those starting units can’t do much against the Treant.

1 Like

"P1T2


Tech StartingHand Workers

TECH
Flame Arrow
Kidnapping


STARTING HAND
Bloodrage Ogre
Nautical Dog
Scorch
Careless Musketeer


WORKERS
Pillage
Nautical Dog


NextHand

Charge
Scorch
Careless Musketeer
Kidnapping


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Bloodrage Ogre - ($2)
Summon Drakk - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bloodrage Ogre 4/2
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (haste) 1/1
  • Makeshift Rambaster (haste, can’t patrol) 1/2
  • L1 Drakk Ramhorn (Dies:*) 1/3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I can get greedy and scorch plus trade Zane and not worker, which lets me push 4 more damage. let’s think long game here. If I spell up and play Drakk plus BRO, which lets me leverage Drakk midband next turn.

@charnel_mouse’s turn!
"

P2T2


Tech StartingHand Workers

TECH
Huntress
Huntress


STARTING HAND
Tiger Cub
Merfolk Prospector
Rich Earth
Young Treant
Spore Shambler


WORKERS
Verdant Tree
Rich Earth


NextHand

Huntress
Merfolk Prospector
Playful Panda
Forest’s Favor
Tiger Cub


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Spore Shambler - ($1)
Spore Shambler gives a rune to Ironbark Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 2/3+3A (+)
  • :psfist: Elite: Spore Shambler 1+1/2 (+)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Not a bad board for Drakk’s midband to seriously hurt. Treant can still go two-for-one if I bring in the Spore Shambler, but that’s all my gold after teching up. I think that’s better than trying to block with a Cub or Argagarg’s Wisp, though. Bringing in Huntresses against those 2-health units, including Lobbers if Carpe’s going for a base rush.

Heads up, I might be a bit, I’ve been at Origins pretty solidly this weekend.

1 Like

No worries, enjoy!