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:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Gunpoint Taxman 3/3
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
2 Likes
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:
-
Squad Leader: Dothram Horselord #1 6/5+1A (+1A SQL)
-
Elite:
-
Scavenger:
-
Technician: Dothram Horselord #2 6/5
-
Lookout:
In Play:
- Rich Earth
- Argagarg L5 1/4 (1 damage)
- Calamandra L1 2/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
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.
1 Like
P2T5
Tech StartingHand Workers
TECH
Captured Bugblatter
Pirate-Gang Commander
STARTING HAND
Bloodrage Ogre
Crashbarrow
Careless Musketeer
Crashbarrow
WORKERS
Bloodburn
Scorch
Pillage
Bombaster
Careless Musketeer
NextHand
Mad Man
Shoddy Glider
Crash Bomber
Discard
Crashbarrow
Crashbarrow
Bloodrage Ogre
Captured Bugblatter
Pirate-Gang Commander
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Zane - ($6)
Crashbarrow - ($3)
Crashbarrow - ($0)
Crashbarrow 1 kills SQL, overpowers 1 to technician
Crashbarrow 2 kills technician, overpowers 3 to Calamandra, Zane to lvl 3
Gunpoint kills Argagarg, Drakk to max
Drakk and Zane break Tech 2
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drakk 3/4 lvl 6
- Gunpoint Taxman 3/2
- Zane 2/2, lvl 3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
I’ll concede there, well played! I seem to be really struggling to deal with Red. Part of the problem might be that I’m setting up defence to stop things from dying, but against Red I’m always going to lose people, and need to think about relative card/gold efficiency too.
1 Like
I can play a different color, if you’d like. Red can be hard to deal with for anybody. I think you are getting better at green, maybe expanding to other matchups would be beneficial?
1 Like
Yeah, feel free to change. I had a few matches against FrozenStorm’s Purple here, and felt a bit less helpless even if I still lost all but one, having more flexibility for early attacking made a lot of difference.
I will switch to blue.
P1T1
StartingHand Workers
STARTING HAND
Building Inspector
Manufactured Truth
Porkhand Magistrate
Spectral Aven
Arrest
WORKERS
Porkhand Magistrate
NextHand
Traffic Director
Lawful Search
Bluecoat Musketeer
Jail
Reputable Newsman
Discard
Manufactured Truth
Spectral Aven
Arrest
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Building Inspector - ($2)
Onimaru - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Building Inspector 1/1
- Onimaru 2/3, lvl 1
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Sounds good.
P2T1
StartingHand Workers
STARTING HAND
Young Treant
Tiger Cub
Rampant Growth
Ironbark Treant
Forest’s Favor
WORKERS
Forest’s Favor
NextHand
Playful Panda
Rich Earth
Verdant Tree
Merfolk Prospector
Spore Shambler
Discard
Ironbark Treant
Young Treant
Rampant Growth
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra Moss - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Tiger Cub 2/2+1A (1A SQL)
-
Elite:
-
Scavenger: Calamandra 2/3
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Bringing in Calamandra for Mirkwood Allies. Terrible against Sparkshot if he goes Peace, but should be good with Blooming Ancient if he goes for illusions. Basilisks are either persuasion are just about the only way I can properly kill Brave Knights, so no firm spec decisions yet.
P1T2
Tech StartingHand Workers
TECH
Brave Knight
Brave Knight
STARTING HAND
Traffic Director
Jail
Lawful Search
Reputable Newsman
Bluecoat Musketeer
WORKERS
Porkhand Magistrate
Jail
NextHand
Brave Knight
Arrest
Manufactured Truth
Spectral Aven
Lawful Search
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Reputable Newsman, naming 2, no 2 cost spells or upgrades for you - ($1)
Oni kills Tiger Cub
note building inspector making you spend more gold
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Reputable Newsman 0/3+A, naming 2
-
Elite:
-
Scavenger:
-
Technician: Building Inspector 1/1
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
P2T2
Tech StartingHand Workers
TECH
Murkwood Allies
Tiny Basilisk
STARTING HAND
Rich Earth
Spore Shambler
Playful Panda
Merfolk Prospector
Verdant Tree
WORKERS
Forest’s Favor
Rich Earth
NextHand
Young Treant
Spore Shambler
Ironbark Treant
Playful Panda
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Discard two cards, Calamandra gets Stealth this turn
Calamandra kills Onimaru and hits midband
Tech I, extra cost from Building Inspector - ($3)
Float ($3)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Do I risk killing Onimaru this turn? It’s not like he’s got much attack on the board otherwise, or anything with haste, so I don’t think he’s being left as bait. What the hell, let’s do it. That also opens up quick Tigers to get past Manufactured Truth. I can wait until next turn to decide on that, though. Most annoying thing he could play right now is Free Speech.
"P1T3
Tech StartingHand Workers
TECH
Overeager Cadet
Flagstone Garrison
STARTING HAND
Manufactured Truth
Lawful Search
Brave Knight
Spectral Aven
Arrest
WORKERS
Porkhand Magistrate
Jail
Lawful Search
NextHand
Brave Knight
Spectral Aven
Building Inspector
Traffic Director
Bluecoat Musketeer
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Brave Knight - ($3)
Quince - ($1)
Manufactured Truth Reputable Newsman into Brave Knight - ($0)
Newsman knight and BI kill calamandra, return Newsman to hand, Quince to lvl 3
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Mirror 0/1
In Play:
- Quince 1/4, lvl 3
- Brave Knight 3/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Wow, that was a terrible oversight on my part, I’d delayed maxbanding Calamandra to next turn because I thought she was safe, and I wanted to keep my options open.
I’ll put up a turn later, but it might be nice to come back at some point and see what would’ve happened if I hadn’t done that, if you’re up for that.
2 Likes
Understandable. We can revisit later.
3 Likes
Thanks.
P2T3
Tech StartingHand Workers
TECH
Blooming Ancient
Might of Leaf and Claw
STARTING HAND
Spore Shambler
Playful Panda
Young Treant
Ironbark Treant
WORKERS
Forest’s Favor
Rich Earth
Spore Shambler
NextHand
Rampant Growth
Verdant Tree
Merfolk Prospector
Tiger Cub
Discard
Playful Panda
Young Treant
Blooming Ancient
Might of Leaf and Claw
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Ironbark Treant - ($6)
Tech II Growth - ($2)
Argagarg arrives with Wisp - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant 1/2+3A
-
Elite:
-
Scavenger:
-
Technician: Wisp 1/1
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
"P1T4
Tech StartingHand Workers
TECH
Drill Sergeant
Overeager Cadet
STARTING HAND
Brave Knight
Bluecoat Musketeer
Traffic Director
Spectral Aven
Building Inspector
WORKERS
Porkhand Magistrate
Jail
Lawful Search
Bluecoat Musketeer
NextHand
Flagstone Garrison
Arrest
Manufactured Truth
Reputable Newsman
Overeager Cadet
Discard
Traffic Director
Spectral Aven
Brave Knight
Drill Sergeant
Overeager Cadet
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 peace - ($2)
Building Inspector - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Brave Knight 3/3+A
-
Elite:
-
Scavenger:
-
Technician: Building Inspector 1/1
-
Lookout: Mirror 0/1
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
1 Like
P2T4
Tech StartingHand Workers
TECH
Murkwood Allies
Stampede
STARTING HAND
Tiger Cub
Merfolk Prospector
Rampant Growth
Verdant Tree
WORKERS
Forest’s Favor
Rich Earth
Spore Shambler
Verdant Tree
NextHand
Tiny Basilisk
Murkwood Allies
Playful Panda
Murkwood Allies
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Calamandra Moss - ($5)
Maxband Argagarg, Water Elemental arrives - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant 1/2+3A
-
Elite:
-
Scavenger: Water Elemental 3/3 (Anti-air)
-
Technician: Wisp 0/1
-
Lookout:
In Play:
- Argagarg L5 3/4
- Calamandra L1 2/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Argagarg should be 1/5, not 3/4
P1T5
Tech StartingHand Workers
TECH
Drill Sergeant
Dreamscape
STARTING HAND
Arrest
Overeager Cadet
Flagstone Garrison
Reputable Newsman
Manufactured Truth
Overeager Cadet
Dreamscape
Traffic Director
WORKERS
Porkhand Magistrate
Jail
Lawful Search
Bluecoat Musketeer
NextHand
Drill Sergeant
Drill Sergeant
Brave Knight
Spectral Aven
Dreamscape
Tech 2 card(s)
Get Paid + float - ($9)
Flagstone Garrison - ($6)
Overeager Cadet, reshuffle, draw 1
Overeager Cadet, draw 1
Reputable Newsman, naming 5, draw 1 (boost doesnt change the cost of the spell for the purposes of this ability) - ($4)
Manufactured Truth, Mirror into Brave Knight - ($3)
Real and Fake Brave Knight kill Ironbark treant, Mirror will die at end of turn after discard/draw
Building Inspector kills wisp, you draw
Tower - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Brave Knight 3/2+A
-
Elite:
-
Scavenger: Overeager Cadet 2/2
-
Technician: Overeager Cadet 2/2
-
Lookout:
In Play:
- Flagstone Garrison 4
- Quince 1/4, lvl 3
- Reputable Newsman 0/3, naming 5 for pesky murkwood allies
- Building Inspector 1/1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I have to decide to block Molac or allies fueling Ancients, or fueling a future molac… Given he got Calamandra out, I probably don’t have to worry about moment’s peace and Molac will leave his board pretty empty and only 3 charges on it. He has enough gold for ancient plus allies and 1 to spare. Or a boosted allies, which is almost as bad. That many allies on the board, I wont be able to clear enough to stop a charged molac the next turn, so allies is a bigger threat at the moment.
Pesky indeed
P2T5
Tech StartingHand Workers
TECH
Blooming Elm
Blooming Ancient
STARTING HAND
Tiny Basilisk
Murkwood Allies
Merfolk Prospector
Murkwood Allies
Playful Panda
Tiger Cub
WORKERS
Forest’s Favor
Rich Earth
Spore Shambler
Verdant Tree
Merfolk Prospector
NextHand
Blooming Ancient
Young Treant
Stampede
Might of Leaf and Claw
Rampant Growth
Discard
Ironbark Treant
Tiger Cub
Murkwood Allies
Murkwood Allies
Blooming Elm
Blooming Ancient
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Argagarg boosts Elemental
Water Elemental suicides into Brave Knight, it returns to your hand
Midband Calamandra - ($3)
Calamandra kills the Scavenger Cadet, you get a gold
Maxband Calamandra - ($5)
Tiny Basilisk - ($3)
Playful Panda and Wisp - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Tiny Basilisk 1/2+A (Resist 1 Cal, Deathtouch, unattackable for Tech 0)
-
Elite: Wisp 1/1 (Resist 1 Cal)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Argagarg L5 1/5
- Calamandra L5 4/5
- Playful Panda 2/2 (Resist 1 Cal)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Thoughts
Bringing in Elm for Overpower, so I’ve got better chances of getting through to the Newsman if the tower hangs around. I haven’t seen any Sergeants come out yet, so I hopefully won’t be in too bad shape next turn.