I would argue that spending 2g and a card, especially when you were so out of cards, just to save the 1g galina, probably was not an even trade. Instead of going so down on cards the previous turn, one of those plays could have been a hero. And for this turn, calamandra could have been a decent play because if I tried to trade away zane cal would level to midband and bigger stats, where midori does not get bigger if I sacrifice zane.
OK, thanks. The last few games might have me overly paranoid about all my blockers/heroes being killed. I thought the free levels still only happened if you kill a hero on your own turn, which didn’t help.
Huntress’s aren’t going to do anything to stop Gunships. In the unlikely event they are not immediately blown up by the obliterate, he can just kill them with the long range, and even green can’t make enough units to make up for 3 units dying each turn. And that’s just from the Gunship, let alone what else he has. The only answer green anyone really has to gunships is to kill their tech 3 before they can play them.
Only thing I could do from my hand here is a Moment’s Peace, but you have three heroes out anyway. Well played! @Shadow_Night_Black I agree. I was already going to lose, so the Huntresses were a case of “I’m going to lose and have no way to deal with Gunships, let’s at least get something with Anti-air”, rather than something I expected to work.
I’d like your thoughts on that opening at some point, if you don’t mind. I’ve never tried that combo, so I’m curious why you did it and what the plan is.
STARTING HAND
Rich Earth
Playful Panda
Spore Shambler
Rampant Growth
Forest’s Favor
WORKERS
Rich Earth
NextHand
Young Treant
Verdant Tree
Merfolk Prospector
Tiger Cub
Ironbark Treant
Discard
Forest’s Favor
Rampant Growth
Spore Shambler
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda and Wisp - ($2)
Calamandra - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp 0/1
Technician:
Lookout:
In Play:
Calamandra L1 2/3
Playful Panda 2/2
Buildings:
Base HP: 19
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Jaina out of the gate? I’m not sure what to expect here. He might just be base rushing, since I’ve been struggling with keeping units alive and swinging. Maybe I should get Calamandra out for some Resist, but stay away from weenies.
STARTING HAND
Bombaster
Fire Dart
Pillage
Bloodrage Ogre
Charge
WORKERS
Bloodburn
Scorch
Bloodrage Ogre
NextHand
Makeshift Rambaster
Charge
Ember Sparks
Careless Musketeer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
max Jaina heals - ($4)
Tech 1 - ($3)
Jaina hits treant for 4
Mad man kills treant
Dog kills Panda
Bombaster - ($1)
Pillage, steal the Scav gold and base to 17
STARTING HAND
Young Treant
Spore Shambler
Merfolk Prospector
Galina Glimmer
Forest’s Favor
Rampant Growth
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
NextHand
Centaur
Galina Glimmer
Centaur
Tiger Cub
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Young Treant, I draw a card - ($4)
Forest’s Favour on Argagarg - ($2)
Argagarg kills the Bombaster, you get a gold
Rampant Growth on Wisp - ($0)
Wisp trades with Jaina, Argagarg hits midband