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[Casual] charnel_mouse (Green) vs. zhavier (Red/Blue)


#61

"P1T5


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Mad Man
Pillage
Fire Dart
Nautical Dog
Lobber


WORKERS
Bloodburn
Scorch
Bloodrage Ogre
Ember Sparks
Fire Dart


NextHand

Burning Volley
Charge
Lobber
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($10)
Maxband Drakk heal - ($5)
Nautical dog, gains haste, hits water elemental - ($4)
Mad Man, kills water elemental - ($3)
Drakk kills Galina Glimmer
Jaina - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina 2/3, lvl 1
  • :target: Lookout:

In Play:

  • Drakk 3/2, lvl 6

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
    "

#62

P2T5


Tech StartingHand Workers

TECH
Oversized Rhinoceros
Blooming Elm


STARTING HAND
Forest’s Favor
Playful Panda
Rampant Growth
Spore Shambler


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Tiger Cub
Forest’s Favor


NextHand

Blooming Ancient
Moment’s Peace
Ironbark Treant
Rampant Growth


Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
Master Midori at level 3 - ($5)
Rampant Growth on Argagarg - ($3)
Agagarg kills Jaina, Midori hits midband

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2/1 (/+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Midori L4 3/4
  • :target: Lookout:

In Play:

  • Argagarg L5 2/6 (+1 rune)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Terrible draw this turn, let’s attack some more. At least I’m up on cards.


#63

P1T6


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Burning Volley
Lobber
Charge
Crashbarrow
Crashbarrow


WORKERS
Bloodburn
Scorch
Bloodrage Ogre
Ember Sparks
Fire Dart
Burning Volley


NextHand

Makeshift Rambaster
Kidnapping
Careless Musketeer
Mad Man


Discard

Crashbarrow
Crashbarrow
Lobber
Charge
Shoddy Glider
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Zane - ($6)
Crashbarrow, kills Young treant and Midori thanks to frenzy, Zane to lvl 3 - ($3)
Crashbarrow #2 kills Argagarg, Zane to lvl 5 - ($0)
Zane and Drakk break Tech 2, base to 15

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Drakk 3/2, lvl 6
  • Zane 3/3, lvl 5

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

#64

For future reference, Midori midbands at lvl 5, not lvl 4.


#65

Ah, yea, so one less gold of float. He had plenty though.


#66

Thanks, gold is fixed.


#67

P2T6


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Ferocity


STARTING HAND
Moment’s Peace
Ironbark Treant
Rampant Growth
Blooming Ancient
Centaur


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Tiger Cub
Forest’s Favor


NextHand

Oversized Rhinoceros
Centaur
Blooming Elm
Playful Panda
Galina Glimmer


Discard

Young Treant
Moment’s Peace
Blooming Ancient
Rampant Growth
Might of Leaf and Claw
Ferocity


Tech 2 card(s)
Get Paid + float - ($13)
Centaur - ($10)
Ironbark Treant - ($7)
Tower - ($4)
Calamandra Moss arrives at midband - ($0)
Tech II rebuilds

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2/3 (Resist 1 Calamandra, -2/+2 patroller, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra L3 3/4
  • :pschip: Technician: Centaur 3/4 (Resist 1 Calamandra)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

OK, maybe that was too much attacking.


#68

"P1T7


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Kidnapping
Mad Man
Careless Musketeer


WORKERS
Bloodburn
Scorch
Bloodrage Ogre
Ember Sparks
Fire Dart
Burning Volley


NextHand

Nautical Dog
Kidnapping


Discard

Crashbarrow
Crashbarrow
Lobber
Charge
Shoddy Glider
Shoddy Glider
Careless Musketeer


Tech 0 card(s)
Get Paid - ($10)
Kidnapping Ironbark treant, pay resist, gains frenzy, kills Calmandra and dies, Zane to max, moves centaur now without resis, to Lookout and deals 1 - ($5)
Careless Musketeer, gains haste - ($3)
Musketeer kills centaur
Makeshift Rambaster, breaks tower, base to 13, takes 1 - ($1)
Mad Man, hits tech 2 for 2 - ($0)
drakk breaks tech 2, base to 11
Zane hits base to 7

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • Drakk 3/2, lvl 6
  • Zane 4/4, lvl 5
  • Makeshift Rambaster 1/1
  • Mad Man 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
    "

#69

All I can play from hand is a Playful Panda, so that’s game.
I’m happy to beat my head against this again, unless you want to switch?


#70

Sure, we can go another round. Your turn to start.

It is very hard to tell when to block and when to press the offense against red, but it mainly revolves around guessing what is a key piece and taking it out. You did well taking out Jaina, as that derailed me a good bit on my tech choices, but I was able to stick around by protecting my tech 2.

So, another spell to consider, circle of life, can get you out of mid and late game jams, especially if you keep losing tech buildings. It’s pretty difficult to use though, as it’s overall cost is very high. Midori plus a tech 1 or 0 unit, plus the 3g spell. Best case you swap out a 1g tech 1 for a tech 2 big dude or hasty mimic.


#71

The dream play with Circle of Life seems like it would be to use it on a Centaur that killed a couple of units with overpower and only has 1 HP left; that way you get the full value out of the Centaur and can thus count its cost out of the equation. That’s extremely unlikely in practice, though, so using it on a $1 Tech I unit is probably the next best thing.


#72

P1T1


StartingHand Workers

STARTING HAND
Rich Earth
Verdant Tree
Forest’s Favor
Merfolk Prospector
Young Treant


WORKERS
Verdant Tree


NextHand

Ironbark Treant
Spore Shambler
Rampant Growth
Playful Panda


Discard

Forest’s Favor
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Let’s go with Arg’s riches for a change.


#73

Ah, you got the riches opening!

P2T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Careless Musketeer
Bloodburn


WORKERS
Bloodburn


NextHand

Mad Man
Charge
Pillage
Scorch
Bombaster


Discard

Careless Musketeer
Makeshift Rambaster
Nautical Dog


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Zane, kills merfolk - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre 3/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 2/1, lvl 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

#74

Yep, finally! I edited the first turn because I forgot to move a card to worker in the spreadsheet, hope you don’t mind.

P1T2


Tech StartingHand Workers

TECH
Dinosize
Spirit of the Panda


STARTING HAND
Rampant Growth
Playful Panda
Ironbark Treant
Spore Shambler


WORKERS
Verdant Tree
Spore Shambler


NextHand

Tiger Cub
Ironbark Treant
Rampant Growth
Young Treant
Forest’s Favor


Tech 2 card(s)
Get Paid + scavenger - ($6)
Worker
Argagarg arrives at maxband with Wisp and Water Elemental - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3/1 (Anti-air, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Let’s go with Arg’s riches for a change.


#75

"P2T2


Tech StartingHand Workers

TECH
Crash Bomber
Gunpoint Taxman


STARTING HAND
Bombaster
Pillage
Charge
Scorch
Mad Man


WORKERS
Bloodburn
Scorch


NextHand

Careless Musketeer
Charge
Mad Man
Pillage
Crash Bomber


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mad Man and Ogre kill Water Elemental - ($4)
Midband heal Zane, kill Wisp, we both get 1g - ($2)
Tech 1 - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Zane 3/3, lvl 4

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
    "

#76

P1T3


Tech StartingHand Workers

TECH
Galina Glimmer
Centaur


STARTING HAND
Tiger Cub
Young Treant
Forest’s Favor
Rampant Growth
Ironbark Treant


WORKERS
Verdant Tree
Spore Shambler
Forest’s Favor


NextHand

Dinosize
Playful Panda
Spirit of the Panda
Merfolk Prospector


Discard

Rampant Growth
Young Treant
Tiger Cub
Galina Glimmer
Centaur


Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker
Tech I - ($6)
Rampant Growth on Argagarg - ($4)
Argagarg kills Zane
Ironbark Treant - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2/3 (-2/+2 patrol, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L5 1/4 (1 damage)
  • Rich Earth

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7

#77

"P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Pillage
Crash Bomber
Careless Musketeer
Charge
Mad Man


WORKERS
Bloodburn
Scorch
Pillage


NextHand

Bombaster
Nautical Dog
Makeshift Rambaster
Gunpoint Taxman


Discard

Mad Man
Charge
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Crash Bomber - ($6)
Tech 2 Blood - ($2)
Careless Musketeer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Crash Bomber 2/2
  • :pschip: Technician: Careless Musketeer 2/1
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
    "

#78

P1T4


Tech StartingHand Workers

TECH
Dothram Horselord
Dothram Horselord


STARTING HAND
Dinosize
Playful Panda
Merfolk Prospector
Spirit of the Panda


WORKERS
Verdant Tree
Spore Shambler
Forest’s Favor
Merfolk Prospector


NextHand

Dothram Horselord
Young Treant
Dothram Horselord
Dinosize


Tech 2 card(s)
Get Paid + float - ($8)
Worker
Tech II Balance - ($4)
Spirit of the Panda - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 3/4/3 (+2/+2 and Healing 1 from Spirit of the Panda, -2/+2 patrol, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argagarg L5 1/4 (1 damage)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Spirit of the Panda (attached to Ironbark Panda)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Horselords are cheap, powerful, and won’t have a big downside if most of his stuff is ephemeral. Will die to a Crashbarrow for the same price, but Rhinos and Elephants are asking for a Kidnapping, especially the latter. Treant is not exactly the unit I had in mind for Spirit of the Panda, but it’s looking better than my other options right now.


#79

The 3/4/3 stat threw me off for a second. I’m used to armor as 3/4+3A, though your way is shorter. Also there really is no need to type out all those effects. Card names and current stats

Ironbark Treant 3/4+3A, Spirit of the Panda

Would be enough for most players.

"P2T4


Tech StartingHand Workers

TECH
Shoddy Glider
Kidnapping


STARTING HAND
Nautical Dog
Bombaster
Gunpoint Taxman
Makeshift Rambaster


WORKERS
Bloodburn
Scorch
Pillage
Bombaster


NextHand

Crashbarrow
Bloodrage Ogre
Careless Musketeer
Crashbarrow


Tech 2 card(s)
Get Paid - ($8)
worker - ($7)
Drakk mid - ($2)
Gunpoint Taxman - ($0)
crash bomber hits treant, deals 3 with frenzy, dies and death hits treant for 1 more
Careless Musketeer finishes the treant

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman 3/3
  • :target: Lookout:

In Play:

  • Drakk 2/3 lvl 4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
    "

#80

I’ve been trying to only put in reminders for things that matter on defence, but the Treant that turn was a bit much. I’ll abbreviate more and see if it’s any better.

P1T5


Tech StartingHand Workers

TECH
Ferocity
Ferocity


STARTING HAND
Dinosize
Dothram Horselord
Dothram Horselord
Young Treant


WORKERS
Verdant Tree
Spore Shambler
Forest’s Favor
Merfolk Prospector
Young Treant


NextHand

Rampant Growth
Playful Panda
Centaur


Discard

Ironbark Treant
Spirit of the Panda (attached to Ironbark Panda)
Dinosize
Ferocity
Ferocity


Tech 2 card(s)
Get Paid - ($8)
Worker
Dothram Horselord #1 - ($5)
Dothram Horselord #2 - ($2)
Calamandra Moss - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Dothram Horselord #1 6/5+1A (+1A SQL)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Dothram Horselord #2 6/5
  • :target: Lookout:

In Play:

  • Rich Earth
  • Argagarg L5 1/4 (1 damage)
  • Calamandra L1 2/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

There’s a choice here between midbanding Calamandra, playing the second Horselord, and building a tower, depending on what mix of Crashbarrows and Kidnappings I think zhavier’s got. Thing is, if he’s got one of either he’ll be able to kill a hero and maxband Drakk, and Drakk’s bad enough at midband as it is, so I’m going with two Horselords and hoping he doesn’t Kidnap. If my units go down this turn, next hand isn’t going to give me much to recover with anyway.