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Casual Codexnewb [necro]/blood/truth vs Charnelmouse [balance]/blood/strength

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Spirit of the Panda
Dinosize


STARTING HAND
Lobber
Makeshift Rambaster
Charge
Ember Sparks
Mad Man


WORKERS
Scorch
Bloodburn
Makeshift Rambaster


NextHand

Careless Musketeer
Bloodrage Ogre
Pillage


Discard

Nautical Dog (1/1)
Bombaster (2/2)
Ember Sparks
Mad Man
Lobber
Charge
Spirit of the Panda
Dinosize


Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
worker - ($7)
lobber - ($6)
jaina - ($4)
mad man - ($3)
ember sparks, hit drak to 1 - ($0)
mad man trades with drak, jaina to lvl 3, my base to 19
lobber trades with tiger cub

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

ugh, he had the kidnapping…oh well, just need to trade into his stuff and make sure i worker. play the gold advantage. next turn i can bring out arg. tech in SOTP and dinosize for a base race.

1 Like

P1T4


Starting hand: 5

Rampant Growth
Playful Panda
Merfolk Prospector
Forest’s Favor
Young Treant

Thoughts

Oof, that smarts. I can’t even kill Jaina with the Spore Shambler, since Forest’s Favor can’t give it a rune.

Teched cards: 2

T2: 2 x Kidnapping
T3: 2 x Crash Bomber
T4: Bloodlust, Rickety Mine


Get paid - ($6)
Worker - ($5)
Merfolk Prospector - ($4)
Playful Panda, Wisp arrives - ($2)
Heroes’ Hall - ($0)
Spore Shambler exhausts to pass a rune to Wisp
Discard 2, draw 4


:psblueshield: Squad Leader: Wisp 1/2+1A
:exhaust: Technician: Merfolk Prospector 1/1

Spore Shambler 0/1
Playful Panda 2/2

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Crash Bomber
Kidnapping
Ironbark Treant
Kidnapping

Deck: 1

Crash Bomber

Discard: 5

Tiger Cub
Bloodlust
Rickety Mine
Rampant Growth
Young Treant

Card count check (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
4 in hand
1 in deck
5 in discard
3 in workers
Total: 16


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Verdant Tree
T4: Forest’s Favor

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Lobber
Artisan Mantis


STARTING HAND
Bloodrage Ogre
Pillage
Careless Musketeer


WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Bloodrage Ogre


NextHand

Careless Musketeer
Nautical Dog (1/1)
Artisan Mantis
Ember Sparks


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
max arg, wisp, water elemental - ($1)
mid jaina, kills wisp - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Arg, lvl 5, (1/5)
  • :target: Lookout: Water Elemental (3/3) resist 1

In Play:

  • Jaina, lvl 4, (3/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmm, not sure what direction to go. but i think max arg makes the most sense here.

i could see myself rushing tech 3 over the next two turns as well. teching a second lobber and… honestly i dont have a solida 3 gold cost tech 2 unit…lets just go with artisan mantis