STARTING HAND
Lobber #1 (2/2)
hotter fire
Smoker (1/1)
WORKERS
W1 - Fox Viper
W2 - Snapback
W3 - Fox Primus
W4 - Morningstar Flagbearer
NextHand
bamstamper lizzo
dark pact
Safe Attacking
Tech 2 card(s)
Get Paid + float - ($9)
skip worker
Savior monk heals my hero and units 1
Hotter Fire #2 - ($6)
Lobber #2 - ($5)
max Grave, heals - ($1)
Grave readily hits and sidelines Mox, takes 2 back
tap Grave, sword rune to the heart of Vir. vandy to lvl 3
Lobbers tap to break your tech 1, your base to 12
vandy hits your base for 3, your base to 9
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Savior Monk (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Hotter FIre #1
Hotter FIre #2
L7 Grave (4/3)
L1 Vandy (3/4)
Lobber #1 (2/2)
Lobber #2 (2/2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Fire)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
skipping worker to keep pressure up. not worried about too many cards if all of them are useful. can suicide grave to get jaina out.
Tech 2 card(s)
Get Paid + float - ($9)
tech draw
Vandy - ($7)
dark pact, may base to 16, draw 2
dark pact, my base to 14, draw 2
bamstamper lizzo, effect fizzles - ($3)
Grave - ($1)
worker - ($0)
Tap Lobber #2, 3 damage to your base. Your base to 6.
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L1 Vandy (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Bamstamper Lizzo (5/3)
[I]Technician[/I]: Grave (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Hotter FIre #1
Hotter FIre #2
Lobber #1 (2/2) (capture by Prynn)
Lobber #2 (2/2)
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Fire)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
well, lets hope i dont lose this turn…no jaina cards whatsoever. ill either lose, or win next turn
WP. I guess I’ll just spill the beans. I’ve been attempting to replicate and improve on this success, with the inclusion of Necromancy to create a strong follow-up where, after trashing some key units with Prynn, I use Nether Drain to delevel her and either kill or bounce her in the same turn to permanently remove the selected units from the game.
But, I think I’ve been putting the cart before the horse, and as a result my play hasn’t been flexible enough to deal with some developments, especially if my opponent skillfully plays around my strategy. I’m rethinking my approach, and I expect to be ready to give this build another try tomorrow, if you’re up for another go.
just a couple of things: blooming ancient can’t give runes to heroes and OS on midvandy requires paying for resist.
on post 35 @codexnewb missed the opportunity to summon careless musket instead of geiger (useless at the moment) careless would kill rook, bro woud take out jandra, imo turning the tables
I had actually moved the runes to Jandra, but it ended up saying Vandy in my turn summary. I do have an unfortunate tendency to mix up their names, but usually I catch it before I submit the post.
STARTING HAND
Rich Earth
Playful Panda
Forest’s Favor
Tiger Cub
Rampant Growth
WORKERS
Ironbark Treant (1/2+AAA)
Rich Earth
NextHand
Verdant Tree
wandering mimc
Rampant Growth
Young Treant
Tech 2 card(s)
Get Paid + float - ($7)
tap merfolk for gold - ($8)
Worker - ($7)
tech 1 - ($6)
playful panda, wisp - ($4)
rampant growth Cal, kills Vir, midbands - ($2)
max cal - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L5 Cal (4/5)
Playful Panda (2/2)
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
go down a card to get the gold advantage next turn
playing it riskey here…teching straight into wandering mimics. patrol wisp in scav to maximize my gold and making it easier to tech 2 on turn 3. playful panda should let me to patrol strong enough to protect tech 2. worst case, if cal survives, i can tap for a tiger.
STARTING HAND
Neo Plexus
Hardened Mox
Time Spiral
Fading Argonaut
Knight of the Conclave
WORKERS
Nullcraft
Forgotten Fighter
Hardened Mox
NextHand
Temporal Research
Tinkerer
Battle Suits
Knight of the Conclave
Discard
Time Spiral
Neo Plexus
Seer
Seer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tower - ($2)
Fading Argonaut - ($0)
Knight of the Conclave
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Plasmodium (4/4A) Haste
Elite:
Scavenger:
Technician: Fading Argonaut (2/3) [3 time]
Lookout:
Future:
Knight of the Conclave [3 time]
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 7
Thoughts
Against Feral, I have to rely on a Tower for a meager defense against stealth. Vortoss Emblem would be effective against Rampant Growth and Spore Shambler, but nothing else. I’m playing the Argonaut now to try and float him for time counters next turn, but if he dies I can’t get a full-powered Research off without a lucky draw, hence making him Technician.
Tech 2 card(s)
Get Paid - ($7)
merfolk, get a gold - ($8)
Worker - ($7)
tech 2 balance - ($3)
tower - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Playful Panda (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: L5 Cal (4/5)
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Tower HP: 3
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
well, perfect, i draw into only one WM, which means ill getone next turn guarenteed. now, he could drop a prynn origin story, but even if he get Cal out, ill bring out midori to prep for his flying on my turns
game winner…need a way to deal with his prynn rewind strategy. probably need nimble fencers to spread that haste around
STARTING HAND
Knight of the Conclave
Temporal Research
Battle Suits
Tinkerer
Origin Story
Seer
Origin Story
WORKERS
Nullcraft
Forgotten Fighter
Hardened Mox
NextHand
Seer
Temporal Research
Neo Plexus
Time Spiral
Seer
Tech 2 card(s)
Get Paid - ($7)
Prynn Pasternaak - ($5)
Knight of the Conclave
Temporal Research - ($3)
Origin Story: Calamandra - ($0)
Pladmodium kills Panda
Argonaut kills Wisp, you get $1
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: L1 Prynn Pasternaak (1/3A) [4 time]
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Plasmodium (4/1) Haste [3 dmg]
Fading Argonaut (2/2) [2 time, 1 dmg]
Future:
Knight of the Conclave [2 time]
Knight of the Conclave [3 time]
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
With an 80% chance of Researching a teched card, I’ll double up on Origin Story to dispose of that fed Calamandra before she starts summoning tech II threats.
Rampant Growth
Young Treant
wandering mimc
T Rex
nimble fencer
Tech 2 card(s)
Get Paid - ($8)
scav gold - ($9)
Worker - ($8)
Wandering Mimic, haste from plasmodium - ($4)
Cal - ($2)
Wandering Mimic haste kills Prynn, Cal to lvl 3
Merfolk trades with Plasmodium
Float ($2)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L3 Cal (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Wandering Mimic (4/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Tower HP: 3
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 9
Thoughts
sooo, rewind doesnt work on tech 3’s…just saying. t rex for the big win. i can even just patrol him and then bring nimble fencers and mimics out after for a huge swing turn.
hoping to deal with his KOTC with T Rex. im at least safe from origina story and rewind for a turn as well.