"P1T5
Tech StartingHand Workers
TECH
Fairie Dragon
Wandering Mimic
STARTING HAND
Pestering Haunt (1/1)
Deteriorate
Nether Drain
Nether Drain
WORKERS
Jandra, the Negator
Summon Skeletons
Thieving Imp
Poisonblade Rogue
NextHand
Nether Drain
Skeleton Javelineer
Lobber (2/1)
Nether Drain
Lobber
Tech 2 card(s)
Get Paid + float - ($9)
tech 2 balance - ($5)
BC #2 and Skeleton trade with newsman, make new SK
2nd Skeleton pings Cal, dies from tower
Garth - ($3)
netherdrain Cal to death, Garth to lvl 5 - ($2)
BC hits tech 2, dies to tower, makes skeleton
sacrifice one of my new skeletons, draw 1
tap graveyard, resummon BC - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Garth, lvl 5, (2/4+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: SK (1/1)
In Play:
- Skeletal Archery
- Graveyard 3HP (BC)
- BC (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
well, that worked out as best as i could have hoped. teching FD and WM to maximize getting flying hasted mimic for a tower snipe next hand. free speech or origin story would be ideal for him.
with tech 2 truth, im thinkig heās going for tech 3. tech 2 break will be key next turn. lets see if he actually builds teh tech 3 given my board position.
"
Game 9, Player 2, Turn 5
P2 [Truth]/Feral/Past vs P1 [Necro]/Balance/Fire
Starting Hand
Porkhand Magistrate
Huntress
Liberty Gryphon
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Free Speech, Rewind
Liberty Gryphon x2
Macciatus, the Whisperer, Reteller of Truths
Huntress, Stewardess of the Undone
Main:
- Huntress (8)
- Quince (6)
- Worker (5)
- Tech 3 (0)
Workers
Porkhand Magistrate, Arrest, Lawful Search, Jail, Bluecoat Musketeer
-
-
Patrol as below
- Discard 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 2 TRUTH
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Huntress (3/3+1armor)
-
Elite: Quince (1+1/3)
-
Scavenger:
-
Technician: Mirror Token (0/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Reteller of Truths
Liberty Gryphon
Manufactured Truth
End of Turn Discard
My Thoughts
I just donāt see a way outā¦ this is so messy I canāt keep up.
"P1T6
Tech StartingHand Workers
TECH
Fairie Dragon
wandering mimic
STARTING HAND
Skeleton Javelineer
Lobber (2/1)
Nether Drain
Lobber
Nether Drain
WORKERS
Jandra, the Negator
Summon Skeletons
Thieving Imp
Poisonblade Rogue
T6 - Skeleton Javelineer
NextHand
Wandering Mimic
Pestering Haunt (1/1)
Fairie Dragon
Discard
Nether Drain
Nether Drain
Fairie Dragon
Tech 2 card(s)
Get Paid - ($8)
x2 Lobber, trade with Huntress - ($6)
BC kills mirror, takes 1, makes skeleton
Sk pings Quince, dies to tower
garth kills Quince, maxband, heals, summon Mimic from discard
hasted mimic hits your tech 3
tap graveyard, summon Lobber - ($5)
tap lobber, break your tech 3, your base to 18
midori - ($3)
netherdrain Garth to lvl 5, Midori to lvl 3 - ($2)
make a skeleton - ($1)
worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Midori, lvl 3, (2/3+A)
-
Elite:
-
Scavenger: SK (1/1)
-
Technician: SK (1/1)
-
Lookout:
In Play:
- Skeletal Archery
- Graveyard 3HP (BC, Lob)
- Garth, lvl 5, (2/4)
- BC (3/2)
- Lobber (2/2)
- Wandering Mimic (4/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
canāt quite get the tech 2 break. but i can snipe at macciatus with flying mimic or lobber.
just put out lots of options, hope he doesnt drop rewind. even if he does, midori out front and garth 2nd maxband at the ready helps
"
mercy lol mercy!
I have no idea how to play this matchup, itās Blue v Black so that doesnāt help but your tech 1 and tech 2 also come online a lot more smoothly and quickly than mine, and mesh together a lot better in general. Iām not sure what I could be doing differently.
Well played, I think itās time for new decks I got finesse discipline disease
1 Like
lol, you got it. yeah. oddly enough, this deck was the first one i played against on this forum. i got rolled by it pretty hard.
[feral]/discipline/ninjitsu
P1 to you.
lmk if you want to keep going, otherwise we can always take a break.
On break for today, sorry, at a conference and work is a little hectic. I am interested in more games though!
1 Like
Arright back in action, GL HF!
Game 10, Player 2, Turn 1
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Timely Messenger
Brick Thief
Older Brother
Granfalloon Flagbearer
Spark
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Grave (2)
- Timely Messenger, ping your base to 19
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Grave (2/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloom
Wither
Tenderfoot
Helpful Turtle
Fruit Ninja
End of Turn Discard
My Thoughts
Probably would prefer Tenderfoot but this is fine too. Having both Bloom and Wither next hand is nice. Heās got two bully heroes but this should be fine.
P2T1
StartingHand Workers
STARTING HAND
Tiger Cub
Ironbark Treant
Verdant Tree
Rampant Growth
Rich Earth
WORKERS
Rich Earth
NextHand
Spore Shambler
Playful Panda
Merfolk Prospector
Young Treant
Forest's Favor
Discard
Ironbark Treant
Verdant Tree
Rampant Growth
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
tiger cub - ($2)
Cal - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Tiger Cub (2/2+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Cal, lvl 1, (2/3)
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
okay, so his strengths
-finesse starter (bloom, wither)
-strong P1 hero's
-haste with fencers
-sparring partners
-wrench in the engine with sickness
I'm thinking he'll most likely go with the classic Spartner / Fencer combo, using Grave to pin me early.
What about me?
-spartners
-spore shambler for quick runes
-forest favor to respond to bloom
I normally wouldn't feel good bringout out a hero against P1 grave, but no Grappling Hook makes it easier. I think Cal is safe in lookout no matter what.
Tech 1, I think Centaur/Spartner makes sense. But might go doubel centaur to start depending on if he can max Grave. Centaur's would help so much against fencers, and I can't afford to whiff it.
Tech 2, I think he's go finesse, where I probably need feral. invisible tigers that force him to trade helps me, and can threaten his backline units like GG. I also can go tech 3 if i need to since Moss Ancient might be the best between all the options.
Game 10, Player 1, Turn 2
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Bloom
Wither
Tenderfoot
Helpful Turtle
Fruit Ninja
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Martial Mastery, Nimble Fencer
Main:
-
Bloom Grave, kill Tiger Cub (3)
- Midband Grave (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Timely Messenger (1/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloom
Wither
Brick Thief
Granfalloon Flagbearer
Helpful Turtle
End of Turn Discard
My Thoughts
Iāll go for beefy Grave, I think itās a solid plan. Fencer + MM to help the cycle, since Iām skipping Tech 1
P2T2
Tech StartingHand Workers
TECH
Sparring Partner
Sparring Partner
STARTING HAND
Playful Panda
Spore Shambler
Merfolk Prospector
Young Treant
Forest's Favor
Verdant Tree
WORKERS
Rich Earth
Forest's Favor
NextHand
Sparring Partner
Tiger Cub
Sparring Partner
Rampant Growth
Ironbark Treant
Discard
Verdant Tree
Spore Shambler
Playful Panda
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
merfolk prospector - ($2)
young treant, reshuffle, draw 1 - ($0)
Cal hits Timely Messenger
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Merfolk Prospector (1/1)
In Play:
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
risky moveā¦i could have had rampant growthā¦wish i did. this would be th easiest decision ever. but alas, no RG
worker the forest favor since i cant use it right now.
with no tech 1 on his part, i nede to rush these tech'sā¦ Sparring partners for now.
Cal can take out Messenger since even a reversal won't let him get my tech 1
Game 10, Player 1, Turn 3
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Bloom
Wither
Brick Thief
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot (techn)
Events of Turn:
Upkeep:
- Get Gold (6)
- Draw 1 techn
- Tech 2 cards in (except for turn 1)
All Teched Cards
Nimble Fencer, Star-Crossed Starlet
Martial Mastery, Nimble Fencer
Main:
- Grave kills YT
- Tenderfoot (5)
-
Brick Thief, your tech1 to 4hp (3)
- Tech1 (1)
- Worker (0)
Workers
Helpful Turtle, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Brick Thief (2/1+1armor)
-
Elite:
-
Scavenger: Tenderfoot (1/2)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Older Brother
Nimble Fencer
Martial Mastery
Timely Messenger
Wither
End of Turn Discard
My Thoughts
Iāll be vulnerable to midband + RG I spose but otherwise I see no reason to get crazy. I could lay flagbearer to be 100% safe but I think itād be better to thin the deck. I would be able to hit back really hard if he does try the stealth move.
"P2T3
Tech StartingHand Workers
TECH
Stalking Tiger
Feral Strike
STARTING HAND
Sparring Partner
Ironbark Treant
Tiger Cub
Sparring Partner
Rampant Growth
WORKERS
Rich Earth
Forestās Favor
NextHand
Stalking Tiger
Tiger Cub
Tech 2 card(s)
Get Paid - ($7)
x2 sparring partner - ($5)
mid cal, heals - ($3)
rampant growth Cal - ($1)
discard 2, stealth Cal
Cal kills Grave, maxbands, heals
Float ($1)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Sparring Partner (2/2+A)
-
Elite:
-
Scavenger: Merfolk Prospector (1/1)
-
Technician: Sparring Partner (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 19
-
Tech I HP: 4
Economy Info:
Cards:
Gold:
Thoughts
hmmmm, well, he still has threat of fencers coming. need to deal with grave. if i skip worker, i can hopefully make it up with merfolk and scav for a turn or two.
next turn tap cal, stalking tiger, tech 2.
teching a stalking tiger and feral strike just in case i get lucky.
"
Game 10, Player 1, Turn 4
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Older Brother
Nimble Fencer
Martial Mastery
Timely Messenger
Wither
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Maestro x2
Nimble Fencer, Star-Crossed Starlet
Martial Mastery, Nimble Fencer
Main:
- Nimble Fencer (5)
- Worker (4)
- Tech 2 Finesse (0)
Workers
Helpful Turtle, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
In Patrol:
-
Squad Leader:
-
Elite: Nimble Fencer (2+1/3)
-
Scavenger: Tenderfoot (1/2)
-
Technician: Brick Thief (2/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Star-Crossed Starlet
Granfalloon Flagbearer
Nimble Fencer
Bloom
Maestro
End of Turn Discard
My Thoughts
Yea so that happens (and he also gets to double drop SP? nice draw I guessā¦) but now heās on just 2 cards?? I can manage that, Iām pretty sure. I think his most likely play is Tiger + Tech 2 and buff both Cala and Tiger. So next turn I tower up + bring on some attackers. Thatās doable. Teching Maestro x2, if I draw one thatās fantastic
"P2T4
Tech StartingHand Workers
TECH
Barkcoat Bear
Speed of the Fox
STARTING HAND
Tiger Cub
Stalking Tiger
WORKERS
Rich Earth
Forestās Favor
Tiger Cub
NextHand
Feral Strike
Young Treant (0/2+A)
Verdant Tree
Discard
Stalking Tiger
Barkcoat Bear
Speed of the Fox
Tech 2 card(s)
Get Paid + float - ($8)
tap merfolk for gold - ($9)
Worker - ($8)
tap Cal, Stalking tiger from Codex to field - ($4)
tech 2 feral - ($0)
SP #2 kills tenderfoot
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Stalking Tiger (4/4+A)
-
Elite:
-
Scavenger: Sparring Partner #1 (2/2)
-
Technician:
-
Lookout:
In Play:
- Cal, lvl 5, (4/5)
- Merfolk Prospector (1/1)
- Sparring Partner #2 (2/1)
Buildings:
-
Base HP: 19
-
Tech I HP: 4
-
Tech II HP: 5 (Feral)
Economy Info:
Cards:
Gold:
Thoughts
well, a grounded Guide means the Fencer and Thief on the field can trade with my tiger. that means a second fencer can break my tech 2
worst case is GG and Maestro - leading to a broken tech 2 and possible tech 1.
i thik i just need to roll the dice here. im already doing better than i thought. just hope he doesnt have the perfect hand.
"
Game 10, Player 1, Turn 5
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Star-Crossed Starlet
Granfalloon Flagbearer
Nimble Fencer
Bloom
Maestro
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Grounded Guide, Two Step
Maestro x2
Nimble Fencer, Star-Crossed Starlet
Martial Mastery, Nimble Fencer
Main:
- Maestro (6)
- Tower (3)
- Star-Crossed Starlet, bangs into Tiger, now on 2hp
- Brick Thief trades with Tiger and puts your tech2 on 4hp
- Fresh Nimble Fencer, kills SP1 takes 2, you get a gold
- Existing Fencer takes out SP2, takes 2
- Grave (1)
- Worker (0)
Workers
Bloom, Older Brother, Helpful Turtle, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
- Tower HP: 4
In Patrol:
-
Squad Leader: Maestro (3/5+1armor)
-
Elite:
-
Scavenger:
-
Technician: Grave (2/3 lvl 1)
-
Lookout:
In Play:
- Nimble Fencer (2/1)
- Nimble Fencer (2/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Maestro
Wither
Timely Messenger
End of Turn Discard
Grounded Guide
Two Step
Tenderfoot
Brick Thief
Star-Crossed Starlet
Granfalloon Flagbearer
My Thoughts
So he only has 2 teched cards in a 9-card cycle, and heās holding 3 of emā¦ Thatās pretty good odds the tech 2 isnāt actually a big threat. So Iāll just kill as much as I can, grab a tower just b/c, and put Maestro in front. Then I can break the tech 2 and tech up if I wanna, or sword something if its really scary, or w/e.
"P2T5
Tech StartingHand Workers
TECH
Moss Ancient
Moss Ancient
STARTING HAND
Young Treant (0/2+A)
Verdant Tree
Feral Strike
WORKERS
Rich Earth
Forestās Favor
Tiger Cub
Young Treant
NextHand
Playful Panda
Ironbark Treant
Spore Shambler
Discard
Stalking Tiger
Barkcoat Bear
Speed of the Fox
Stalking Tiger
Sparring Partner
Sparring Partner
Feral Strike
Verdant Tree
Moss Ancient
Moss Ancient
Tech 2 card(s)
Get Paid - ($8)
tap merfolk, gold - ($9)
worker - ($8)
boosted feral strike, gigadon and mind parry monk from codex ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Gigadon (8/8+A)
-
Elite:
-
Scavenger:
-
Technician: Mind Parry Monk (5/4)
-
Lookout:
In Play:
- Cal, lvl 5, (4/5)
- Merfolk Prospector (1/1)
Buildings:
-
Base HP: 19
-
Tech I HP: 4
-
Tech II HP: 4 (Feral)
Economy Info:
Cards:
Gold:
Thoughts
teching ferocity, but im not feeling good about this one. weāll see if i can tech up and get lucky.
"
also, looks like you forgot to move the worker over.
I did indeed, fixed it now ty. Looks like I should have broken that tech 2 after all lolā¦
Game 10, Player 1, Turn 6
P1 [Finesse]/Discipline/Disease vs P2 [Feral]/Discipline/Ninjutsu
Starting Hand
Maestro
Wither
Timely Messenger
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Blademaster x2
Grounded Guide, Two Step
Maestro x2
Nimble Fencer, Star-Crossed Starlet
Martial Mastery, Nimble Fencer
Main:
- Fencers lob drama shots to break your tech 2, your base to 17
- Maestro (6)
- Worker (5)
- Tech 3 (0)
Workers
Bloom, Older Brother, Helpful Turtle, Fruit Ninja, Spark
-
-
Patrol as below
- Discard 1 Draw 1 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Maestro (3/5+1armor)
-
Elite: Maestro (3+1/5)
-
Scavenger:
-
Technician: Grave (2/3 lvl 1)
-
Lookout:
In Play:
- Nimble Fencer (2/1)
- Nimble Fencer (2/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Martial Mastery
Blademaster
Brick Thief
End of Turn Discard
My Thoughts
Oh myā¦ Forgot about feral strikeā¦ and lucky for him to be holding it there. Oh well, hindsight is 20/20 but I think I probably made the right call all the same. It is tough now to take down that MPM but I think Iāll be able to find a way with Blademasters. I spose weāll see though
yeah, still not feeling great about it. lets see what happens
"P2T6
Tech StartingHand Workers
TECH
Ferocity
Feral Strike
STARTING HAND
Ironbark Treant
Spore Shambler
Playful Panda
WORKERS
Rich Earth
Forestās Favor
Tiger Cub
Young Treant
Playful Panda
NextHand
Rampant Growth
Verdant Tree
Tech 2 card(s)
Get Paid - ($9)
rebuild tech 2, base to 17
Worker - ($8)
spore shambler - ($5)
move rune to Monk - ($4)
Monk kills sql maestro, takes 4,
Gigadon hits Grave, overpower to kill elite maestro
Cal and Merfolk kill your fencers
ironbark treant - ($1)
Float ($1)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant 1/2+AAA
-
Elite:
-
Scavenger:
-
Technician: Spore Shambler (1/2)+
-
Lookout:
In Play:
- Cal, lvl 5, (4/2)
- Mind Parry Monk (6/1)+
- Gigadon (8/6)
Buildings:
-
Base HP: 17
-
Tech I HP: 4
-
Tech II HP: 5 (Feral)
Economy Info:
Cards:
Gold:
Thoughts
Given his reshuffle and tech 3, I think I need to kill these maestros and fencers. Without the fencers, no haste, and without the maestros, no cheap units. wonāt have to worry about GG and BM.
teching ferocity to counter Blade Master and then another Feral Strike in case i get lucky.
fingers crossedā¦
"