Playful Panda
Barkcoat Bear
Moss Ancient
Ferocity
Spore Shambler
Tech 0 card(s)
Get Paid - ($10)
Tech III rebuilds
Dinosize on Calamandra - ($6)
Argagarg buffs Barkcoat Bear #2
Barkcoat Bear #2kills Seer and Geiger, you get a gold, Calamdandra maxbands
Centaur destroys Tech II, your base goes down to 16
Calamandra takes your base down to 6
Rampaging Elephant - ($0)
Temporal Research
Unphase
Argonaut
Now!
Research and Development
Events of Turn:
Upkeep:
Get Gold (8+1scav)
Tech 2 cards in (except turn 1)
All Teched Cards
Promsie of Payment, Origin Story
Void Star, Promise of Payment
Omegacron x2
Now!, Void Star
Now!, Research & Development
Unphase, Argonaut
Seer x2
Argonaut, Stewardess of the Undone
Main:
Vir (7)
Argoanut (4)
Charge up Void Star, it kills Elephant and Bear (0)
Plasmo and Nullcraft kill Cala, Vir to lvl 3
Workers
Time Spiral, Tinkerer, Forgotten Fighter, Neo Plexus
Patrol as below
Discard 4 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 6
Tech1 HP: 5
Tech2 HP: 5 FUTURE
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Argonaut (4/4+1armor)
Elite:
Scavenger: Vir (2/3 lvl 3)
Technician:
Lookout:
In Play:
Nullcraft (1/1)
Void Star (9/4)
Battle Suits
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 7
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Void Star
Now!
Argonaut
Promise of Payment
Stewardess of the Undone
End of Turn Discard
Seer
Research and Development
Now!
Unphase
Temporal Research
Origin Story
Promise of Payment
My Thoughts
Well, unless I kill Cala / Arg I’m dead to Rampant Growth or Dinosize. So I might as well take the chance on the tech 3 and hope to survive
…
Well, Promise of Payment could help end it next turn if I’m lucky!
Tech 0 card(s)
Get Paid - ($10)
Moss Ancient and 3 Squirrels - ($3)
Master Midori - ($1)
Argagarg boosts a Squirrel
Boosted and a normal Squirrel trade with Vir, you get a gold, Midori hits Level 3
Squirrel takes your base to 5
Float ($1)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader: Moss Ancient 8/9/1 (Untargetable, /+1 leader)
Squirrel 1/1 (haste and invisible from Moss Ancient, will get +1/+1 from Midori if Moss Ancient dies)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Feral)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
Not exactly the draw I was hoping for, I’ll have to kill Vir and hope something survives to take down the base. That could be the Ancient bringing in more Squirrels and one getting boosted, or it could be Midori maxbanding and attacking by air. Time to cross my fingers and hope.
GG WP! I didn’t draw my Omegacrons, so that leaves me no recourse to stop a Moss Ancient, Midori AND Dinosize!
I didn’t think you’d be able to kill Geiger on Turn 5, I was counting on using Research and Development to flood the board! I was 2 short of lethal last turn as well, it was very smart to dinosize at my base otherwise I would have taken the base race I think!
Want to play another? I’m up for whatever decks you wanna do
I pretty much had to knock down the Tech II and go for base when I couldn’t, I knew air units would be coming and I wouldn’t be able to deal with them.
I’d be interested to see that flood strategy happen in practice, I’ve been going Feral partly on guessing Purple can’t fill the board with weenies, so I can spam Overpower.
I’m up for another! I’ll stick with Green for now, but feel free to mix it up.
To make the flood strat work in the past I would recommend a few things.
Don’t Tech Unphase. Esp against green your trying to make sure they don’t have a board, and they dont really have units/heros that you have to worry about sitting in the back and winning the game.
If your going to tech double Seers, you need a highier percentage of your deck to care about time runes, only having plasmodium is not great to get value from them. This is also true of Temporal Research, which you mentioned being part of your win con with R&D.
3)If your relying on an ultimate spell as your win con, teching it the turn you max the hero is too late. By the time you cycle round to it, your likely to have lost the hero as you can no longer heal them. (This one didn’t matter in this game, as Geiger never lived for a whole turn but I feel should still be made)
If you want to see my take of board spam (I generally think of it as forecast spam, but that’s my variant on it) I did a game as purple v Green here where I used it.
Come on now, the Mox is a good blocker, but not that good.
P2T2
Tech StartingHand Workers
TECH
Huntress
Tiny Basilisk
STARTING HAND
Playful Panda
Tiger Cub
Verdant Tree
Rampant Growth
Young Treant
WORKERS
Rich Earth
Verdant Tree
NextHand
Playful Panda
Huntress
Forest’s Favor
Tiny Basilisk
Ironbark Treant
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($5)
Merfolk Prospector “trades” with Mox
Calamandra hits midband - ($3)
Rampant Growth on Calamandra - ($1)
Calamandra destroys your Tech I, your base goes to 18
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra L3 3/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Yep, that looks like a rush. Huntress for the sparkshot to kill Seers, Basilisk for whatever they pull out, or Geiger. In the meantime, let’s rush the rusher’s buildings, what could possibly go wrong?
Temporal Research
Neo Plexus
Seer
Knight of the Conclave
End of Turn Discard
My Thoughts
Yep, I’m going to light this up next turn. 50/50 on KotC if I tech both, and that would get me draw 3 on TR. Time to flood XD
…
Woo got one! Prynn + KotC + TR next turn is going to draw me through the deck, lay down seers and KotC, can phase one in immediately if I want to!
We can have you redo your turn 3 if you want to! That’s an easy thing to forget and I’m fine replaying, provided you don’t play too hard to the knowledge you gained
Technician: Young Treant 0/2 (Resist 1 Calamandra)
Lookout: Calamandra L3 3/4 (Resist 1 lookout)
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
That turn was pretty painful, even after changes. Young Treant gave me Ferocity straight out of this turn’s tech, though, so maybe I can sufficiently block up against his low-HP units, with enough resist to deter Prynn’s spells.