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Casual Codexnewb Mono-Blue vs Frozenstorm [Fire]/Past/Peace

"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:

  • :psblueshield: Squad Leader: Garth, lvl 5, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: SK (1/1)

In Play:

  • Skeletal Archery
  • Graveyard 3HP (BC)
  • BC (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
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 he’s 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

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 2 TRUTH
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3+1armor)
  • :psfist: Elite: Quince (1+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician: Mirror Token (0/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Reteller of Truths
Liberty Gryphon
Manufactured Truth

End of Turn Discard
My Thoughts

I just don’t see a way out… this is so messy I can’t 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:

  • :psblueshield: Squad Leader: Midori, lvl 3, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: SK (1/1)
  • :pschip: Technician: SK (1/1)
  • :target: 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:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

can’t 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, it’s Blue v Black so that doesn’t 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. I’m not sure what I could be doing differently.

Well played, I think it’s time for new decks :slight_smile: 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

Spark

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Timely Messenger (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

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. He’s 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:

  • :psblueshield: Squad Leader: Tiger Cub (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Cal, lvl 1, (2/3)

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
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

Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Timely Messenger (1/1)
  • :target: Lookout:

In Play:

  • Grave (4/5 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bloom
Wither
Brick Thief
Granfalloon Flagbearer
Helpful Turtle

End of Turn Discard
My Thoughts

I’ll go for beefy Grave, I think it’s a solid plan. Fencer + MM to help the cycle, since I’m 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:

  • :psblueshield: Squad Leader: Young Treant (0/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Merfolk Prospector (1/1)

In Play:

  • Cal, lvl 1, (2/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

risky move…i could have had rampant growth…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's… 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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Grave (4/5 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Older Brother
Nimble Fencer
Martial Mastery
Timely Messenger
Wither

End of Turn Discard
My Thoughts

I’ll 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 it’d 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
Forest’s 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:

  • :psblueshield: Squad Leader: Sparring Partner (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Cal, lvl 5, (4/5)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nimble Fencer (2+1/3)
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician: Brick Thief (2/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

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 guess…) but now he’s on just 2 cards?? I can manage that, I’m 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. That’s doable. Teching Maestro x2, if I draw one that’s fantastic


"P2T4


Tech StartingHand Workers

TECH
Barkcoat Bear
Speed of the Fox


STARTING HAND
Tiger Cub
Stalking Tiger


WORKERS
Rich Earth
Forest’s 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:

  • :psblueshield: Squad Leader: Stalking Tiger (4/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner #1 (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal, lvl 5, (4/5)
  • Merfolk Prospector (1/1)
  • Sparring Partner #2 (2/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 8
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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/1)
  • Nimble Fencer (2/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

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 he’s holding 3 of em… That’s pretty good odds the tech 2 isn’t actually a big threat. So I’ll 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
Forest’s 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:

  • :psblueshield: Squad Leader: Gigadon (8/8+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mind Parry Monk (5/4)
  • :target: Lookout:

In Play:

  • Cal, lvl 5, (4/5)
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Feral)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

teching ferocity, but im not feeling good about this one. we’ll 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 lol…

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5+1armor)
  • :psfist: Elite: Maestro (3+1/5)
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/1)
  • Nimble Fencer (2/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Martial Mastery
Blademaster
Brick Thief

End of Turn Discard
My Thoughts

Oh my… Forgot about feral strike… 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 I’ll be able to find a way with Blademasters. I spose we’ll see though :wink:


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
Forest’s 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:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2+AAA
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Spore Shambler (1/2)+
  • :target: Lookout:

In Play:

  • Cal, lvl 5, (4/2)
  • Mind Parry Monk (6/1)+
  • Gigadon (8/6)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
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. won’t have to worry about GG and BM.

teching ferocity to counter Blade Master and then another Feral Strike in case i get lucky.

fingers crossed…

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