P1T3
Tech StartingHand Workers
TECH
Firebat
Firebat
STARTING HAND
Charge
Kidnapping
Scorch
Careless Musketeer
WORKERS
Pillage
Nautical Dog
Charge
NextHand
Bombaster
Flame Arrow
Mad Man
Bloodburn
Scorch
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Frenzied Bloodrage Ogre deals 4 to Ironbark (1 damage after breaking armor) and dies
Frenzied Mad Man trades with Ironbark
Drakk kills Shambler and takes 2 damage
Rambaster deals 4 to your base (down to 12 HP)
Build Heroes' Hall - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (haste, can't patrol) 1/2
- L4 Drakk Ramhorn (Dies:*) 2/1
Buildings:
-
Base HP: 20
-
Heroes' Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
So the rune on Treant makes a Kidnapping clear impossible, which I assume is the reason why it was done. I could midband Drakk for (3) and then run in BRO and Mad Man, then use Midband Drakk to kill off Shambler. Leaves me 2 gold for a Heroesā Hall or for Musketeer, and I think Heroesā Hall is important so I can drop Jaina next turn. Iām okay skipping T1 this turn because low odds Iāll draw a Firebat.
@charnel_mouse's turn!
P2T3
Tech StartingHand Workers
TECH
Artisan Mantis
Ferocity
STARTING HAND
Forestās Favor
Playful Panda
Tiger Cub
Huntress
Merfolk Prospector
WORKERS
Verdant Tree
Rich Earth
Forestās Favor
NextHand
Ferocity
Huntress
Rampant Growth
Spore Shambler
Young Treant
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Growth - ($2)
Huntress - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Huntress 3/3+1A (sparkshot, anti-air)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 12
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Thoughts
Iām thinking Mantis to slow the base rush down, plus Ferocity so the units Iāve teched in can trade well, plus Calamandraās midband to help out if Jaina appears. Getting rid of Forestās Favor, since Iāll prefer units once I get Ancients into the deck.
P1T4
Tech StartingHand Workers
TECH
Flame Arrow
Kidnapping
STARTING HAND
Bombaster
Bloodburn
Flame Arrow
Scorch
Mad Man
WORKERS
Pillage
Nautical Dog
Charge
Bloodburn
NextHand
Kidnapping
Firebat
Bloodrage Ogre
Firebat
Careless Musketeer
Discard
Flame Arrow
Scorch
Mad Man
Bombaster
Flame Arrow
Kidnapping
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Jaina - ($4)
Cast Flame Arrow on the Huntress, killing it - ($0)
Drakk and the Rambaster break your Tech II, your base takes 2 (down to 10)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (haste, can't patrol) 1/2
- L4 Drakk Ramhorn (Dies:*) 2/1
- L1 Jaina Stormborne (sparkshot) 2/3
Buildings:
-
Base HP: 20
-
Heroes' Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Easy Flame Arrow, I still have to delay Tech 1 but that's okay. Kidnapping is also a valid play next turn. Growth II is a huge problem because those are BIG THINGS, although Kidnapping is a good way to help deal with them too
@charnel_mouse's turn!
P2T4
Tech StartingHand Workers
TECH
Artisan Mantis
Blooming Ancient
STARTING HAND
Huntress
Young Treant
Rampant Growth
Spore Shambler
Ferocity
WORKERS
Verdant Tree
Rich Earth
Forestās Favor
NextHand
Tiger Cub
Merfolk Prospector
Artisan Mantis
Ironbark Treant
Playful Panda
Discard
Huntress
Ferocity
Young Treant
Spore Shambler
Rampant Growth
Artisan Mantis
Blooming Ancient
Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II
Huntress - ($6)
Calamandra Moss - ($4)
Ferocity, units have armour piercing and swift strike this turn - ($2)
Midband Calamandra - ($0)
Skip worker!
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Huntress 1+3/3 (armour piercing, swift strike, resist 1 from Calamandra, anti-air, sparkshot)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Calamandra L1 2/3 (units have Resist +1)
Buildings:
-
Base HP: 10
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Thoughts
Got to put the Huntress in Elite here, otherwise Carpe can just maxband Drakk to kill it, and I donāt want to have to rely on Calamandra to kill him afterwards.
P1T5
Tech StartingHand Workers
TECH
Chaos Mirror
Chaos Mirror
STARTING HAND
Kidnapping
Firebat
Bloodrage Ogre
Careless Musketeer
Firebat
WORKERS
Pillage
Nautical Dog
Charge
Bloodburn
NextHand
Careless Musketeer
Flame Arrow
Flame Arrow
Bombaster
Chaos Mirror
Tech 2 card(s)
Get Paid - ($8)
Cast Kidnapping on Huntress - ($3)
Frenzied Huntress, Frenzied Rambaster, and both heroes hit your base for 12 damage total, gg!
Float ($3)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (haste, can't patrol) 1/2
- L4 Drakk Ramhorn (Dies:*) 2/1
- L1 Jaina Stormborne (sparkshot) 2/3
Buildings:
-
Base HP: 20
-
Heroes' Hall HP: 4
Economy Info:
Cards:
Gold:
1 Like
Nice! Completely disregarded Kidnapping so early.
P1T1
StartingHand Workers
STARTING HAND
Rampant Growth
Young Treant
Verdant Tree
Merfolk Prospector
Playful Panda
WORKERS
Verdant Tree
NextHand
Rich Earth
Forestās Favor
Spore Shambler
Tiger Cub
Ironbark Treant
Discard
Rampant Growth
Young Treant
Playful Panda
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Master Midori - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Midori L1 2/3+1A
-
Elite:
-
Scavenger: Merfolk Prospector 1/1
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
OK, letās try for an early Circle. Going for Galina and Giant Panda for the Wisps first, though.
1 Like
Yeah, Kidnapping is really useful for breaking tough patrol zones, even though itās expensive early on; I almost had a Kidnapping 2-for-1 on Turn 3 after you patrolled Shambler and Ironbark, but Ironbark wouldāve lived with 1 health. And, of course, itās nice burst damage along with being one of the few things I can do about big Growth units.
P2T1
StartingHand Workers
STARTING HAND
Pillage
Careless Musketeer
Bombaster
Charge
Bloodrage Ogre
WORKERS
Pillage
NextHand
Makeshift Rambaster
Mad Man
Scorch
Nautical Dog
Bloodburn
Discard
Bombaster
Charge
Careless Musketeer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Bloodrage Ogre - ($2)
Summon Jaina Stormborne - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bloodrage Ogre 3/2+a
-
Elite:
-
Scavenger: L1 Jaina Stormborne (sparkshot) 2/3
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Can't do much to break this down, so let's hunker up. If I patrol BRO in squad lead, Forest's Favor on Midori eats it for free, but I'm more okay with that than with Cal getting Forest's Favor. I can throw Jaina in behind.
@charnel_mouse's turn!
1 Like
P1T2
Tech StartingHand Workers
TECH
Giant Panda
Galina Glimmer
STARTING HAND
Tiger Cub
Forestās Favor
Spore Shambler
Ironbark Treant
Rich Earth
WORKERS
Verdant Tree
Rich Earth
NextHand
Playful Panda
Spore Shambler
Rampant Growth
Young Treant
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Tiger Cub - ($1)
Merfolk Prospector exhausts for gold - ($2)
Forestās Favor on Tiger Cub - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Tiger Cub 3/3+1A (+)
-
Elite:
-
Scavenger:
-
Technician: Midori L1 2/3
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Really want to midband Midori and rush flying, but only Prospector would block so Scorch would stop me dead. Blooming the Tiger Cub is expensive, but it canāt just be gotten out of the way with Jainaās midband shot and a Mad Man, or a Charged Dog, or Scorch and a Mad Man. Midoriās still killed by midband Jaina and Ogre shooting the Cub, then a Charged Dog, but Carpe would have to skip worker and tech to do that. Threatening Giant Panda and midband Midori next turn, hopefully.
[b]P2T2[/b]
Tech StartingHand Workers
TECH
Surprise Attack
Surprise Attack
STARTING HAND
Scorch
Makeshift Rambaster
Bloodburn
Mad Man
Nautical Dog
WORKERS
Pillage
Bloodburn
NextHand
Bombaster
Makeshift Rambaster
Nautical Dog
Careless Musketeer
Surprise Attack
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina casts Scorch on the Tiger Cub, dealing 1 damage after armor - ($2)
Jaina trades with the Tiger Cub; Midori levels to 3
Summon Captain Zane - ($0)
Bloodrage Ogre trades with Midori; Zane levels to 3
Zane kills Merfolk Prospector and takes 1 damage
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L3 Captain Zane (haste) 2/1
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
The first line that comes to me is Scorch the SQL, Jaina trades into it, Midori levels to 3, summon Zane, BRO trades with Zane, he kills Prospector. Next turn I can level Zane to midband or maxband as required. Since Iām not getting Tech 1 up (but I think itās more valuable to clear Greenās board), Iāll go with spells. Chaos Mirror works with both Rambaster and Mad Man, although itās a weird situation otherwise. Surprise Sharks is actually better here. Other lines of playā¦I can Mad Man + BRO, level Jaina to 4 and kill Midori, leaves me 1 gold but doesnāt kill Prospector. I have to spend that gold on maxing Jaina lest she die outright to Prospector, and thatās still vulnerable to Rampant Growth exactly. Right now, thatās exactly 50/50. Leaves Jaina up, which lets me tech Fire spells, but Iām really wary of taking a 50/50 that gets me blown up like that, basically killing Prospector in exchange for losing Jaina. I could also midband Jaina and trade her + Mad Man (4 gold) into Tiger Cub, then kill off Midori, but nah thatās just an inferior version of Line #1.
@charnel_mouseās turn!
1 Like
P1T3
Tech StartingHand Workers
TECH
Giant Panda
Behind the Ferns
STARTING HAND
Young Treant
Rampant Growth
Playful Panda
Spore Shambler
Giant Panda
WORKERS
Verdant Tree
Rich Earth
Spore Shambler
NextHand
Giant Panda
Ironbark Treant
Forestās Favor
Galina Glimmer
Tech 2 card(s)
Get Paid - ($6)
Technician draw
Giant Panda, Wisp arrives - ($3)
Playful Panda, Wisp #2 arrives - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Merfolk Prospector 1+1/1
-
Scavenger: Wisp #1 0/1
-
Technician: Wisp #2 0/1
-
Lookout:
In Play:
- Giant Panda 2/2
- Playful Panda 2/4
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Ouch. Just going to bring in more Pandas, and a Behind the Ferns in case I have to run a Panda into a Bugblatter. Next turn I can bloom the Giant Panda to block things behind, try and get some Galina income.
Soā¦manyā¦pandas.
[b]P2T3[/b]
Tech StartingHand Workers
TECH
Lobber
Lobber
STARTING HAND
Bombaster
Makeshift Rambaster
Surprise Attack
Nautical Dog
Careless Musketeer
Scorch
WORKERS
Pillage
Bloodburn
Makeshift Rambaster
NextHand
Lobber
Lobber
Surprise Attack
Mad Man
Charge
Tech 2 card(s)
Get Paid - ($7)
Level Zane once to midband, he heals - ($6)
Zane kills the Technician Wisp, we both draw
Maxband Zane, he shoves the Prospector into Lookout and kills it - ($4)
Worker - ($3)
Tech 1 - ($2)
Summon Bombaster - ($0)
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Bombaster 2/2+a
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L6 MAX Captain Zane (haste) 4/4
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
So the obvious play seems to be Surprise Attack to finish off the patrol zone. If I midband Zane (1 gold), kill scavenger wisp (-1 gold, 0 total gold), maxband Zane (2 gold), shove Prospector into Scavenger (1 total gold), and Surprise Attack (6 gold), that clears out the other wisp and a Panda, leaving me with a maxed-out Zane. Expensive, but it gets the job done. The problem is that I donāt get to Tech 1, and I donāt build much of a board. Alternate line is that I midband Zane (1 gold) and kill a Technician, and then spend 5 gold filling out my patrol zone. If I want, I can (with a net gold of 3) clear the Merfolk Prospector into Technician, leaving me 3 gold to play cards. If I draw Mad Man off of that, I can even kill off the other Wisp. 3 gold lets me Bombaster and Tech 1. I think thatās the play here.
@charnel_mouseās turn!
1 Like
Whatās that? You want more pandas?
P1T4
Tech StartingHand Workers
TECH
Spirit of the Panda
Stampede
STARTING HAND
Forestās Favor
Ironbark Treant
Galina Glimmer
Giant Panda
Young Treant
WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Ironbark Treant
NextHand
Tiger Cub
Spirit of the Panda
Rampant Growth
Behind the Ferns
Tech 2 card(s)
Get Paid - ($7)
Technician draw
Giant Panda #2, Wisp #2 arrives - ($4)
Galina Glimmer - ($3)
Argagarg, Wisp #3 arrives - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Giant Panda #1 2/4+1A
-
Elite: Wisp #1 0/1
-
Scavenger: Wisp #2 0/1
-
Technician: Playful Panda 2/2
-
Lookout: Wisp #3 0/1
In Play:
- Argagarg L1 1/3
- Giant Panda #2 2/4
- Galina Glimmer 2/2 (1 gold per 2 green units at upkeep)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
1 Like
Letās play! (bounce bounce bounce)
I only wish Iād had a Maximum Anarchy for youā¦
P2T4
Tech StartingHand Workers
TECH
Flame Arrow
Molting Firebird
STARTING HAND
Mad Man
Surprise Attack
Charge
Lobber
Lobber
WORKERS
Pillage
Bloodburn
Makeshift Rambaster
Charge
NextHand
Scorch
Careless Musketeer
Discard
Surprise Attack
Bombaster 2/2
Lobber
Flame Arrow
Molting Firebird
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane casts Surprise Attack! Itās super shark-fective and summons two 3/1 hasted ephemeral sharks! - ($2)
One of the Sharks and Bombaster kill the Giant Panda
Zane kills the Scavenger wisp; we both get a gold - ($3)
Summon two Lobbers and a Mad Man - ($0)
The second shark trades with Playful Panda
The Mad Man kills your Lookout wisp
One of the Lobbers kills your Elite wisp and takes 1 damage
The other Lobber trades with Galina
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L6 MAX Captain Zane (haste) 4/4
- Mad Man (haste) 1/1
- Lobber (haste) 2/1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Alright, I can field two sharks, two lobbers, and have Zane and Bombaster. Unfortunately I need 5 attack to break through the Giant Panda. If I kill Scavenger with Zane, after Shark + Bombaster kills Squad Lead, I get a gold, which lets me also play Mad Man. Mad Man kills Lookout, shark kills Playful Panda, Lobber kills Elite Wisp, second Lobber kills Galina, leaving Mouse with nothing but Arg and a 2/4 Panda, leaving me with Zane and a Lobber and a Mad Man. I got really lucky to draw all my haste this turn.
Next turn or so will be rough, but hoping we can get Tech II up for a future Molting Firebird play. Might just wind up teching to Anarchy T3 with a Tech Lab so I can use Firebird to keep Mouse in check.
@charnel_mouseās turn!
1 Like
Oh no! Iāll just have to make my last panda more panda-y.
P1T5
Tech StartingHand Workers
TECH
Stampede
Centaur
STARTING HAND
Behind the Ferns
Rampant Growth
Tiger Cub
Spirit of the Panda
Young Treant
WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Ironbark Treant
Young Treant
NextHand
Stampede
Forestās Favor
Merfolk Prospector
Behind the Ferns
Tech 2 card(s)
Get Paid + scavenger - ($9)
Technician draw
Spirit of the Panda on remaining Giant Panda - ($5)
Argagarg kills Lobber, takes 2 damage
Giant Panda kills Zane, takes 4 damage, takes his gold scrip, Argagarg hits level 3 (midband) and heals - ($6)
Maxband Argagarg, Water Elemental arrives - ($4)
Worker - ($3)
Tiger Cub - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Water Elemental 3/3+1A (anti-air)
-
Elite:
-
Scavenger:
-
Technician: Tiger Cub 2/2
-
Lookout:
In Play:
- Argagarg L5 1/5
- Giant Panda 4/2 (Spirit of the Panda, 4 damage)
- Spirit of the Panda (attached to Giant Panda, healing 1, gives +2/+2 and 1 gold on attack)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Wowee. How does that work out on value for him? I lost a Playful and a Giant Panda, plus Galina, so 6 gold and 3 cards. He spent a Surprise Attack and a Lobber, so 6 gold and 2 cards, plus another card for Technician (scavenger bonuses cancel out). So an even trade. Better for him when Iām losing Galinaās income, but now I can get rid of Zane without a loss. No Tech II yet without skipping a worker, so Iāll stick to spells for now, and stick in a Centaur now heās looking at crowd control.
1 Like
(looks at hand)
Yeah, I canāt bounce back from that. GG!
1 Like
Ooh, rough hand. GG! Thanks for the games Carpe, Iām going to call it there so I get a break before the tournament starts. See you there!
1 Like
Ciao! It was good practice! I wish Iād been able to get a cleaner play that last turn, but Galina represented a hefty gold boost for you.
1 Like