Don’t forget that Vandy has 1 damage.
P2T4
Tech StartingHand Workers
TECH
Rampaging Elephant
Barkcoat Bear
STARTING HAND
Young Treant
Forest’s Favor
Rampant Growth
Spore Shambler
WORKERS
Rich Earth
Playful Panda
Tiger Cub
Spore Shambler
NextHand
Huntress
Spirit of the Panda
Ironbark Treant
Barkcoat Bear
Bird’s Nest
Tech 2 card(s)
Get Paid + scavenger - ($9)
Technician draw
Worker - ($8)
Tower - ($5)
Maxband Argagarg, Water Elemental arrives - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Water Elemental 3/3+1A
-
Elite:
-
Scavenger: Argagarg L5 1/5
-
Technician:
-
Lookout:
In Play:
-
Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Drawing my recent techs would be bad right now, I’ll just get the Tower down to stop demon Vandy walking past everything, and get the Water Elemental out.
1 Like
Game 4, Player 1, Turn 5
P1 [Demon/Necro]/Finesse vs P2 [Feral/Growth]/Strength
Starting Hand
Dark Pact
Deteriorate
Shadow Blade
Summon Skeletons
Sacrifice The Weak
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Maestro, Star-Crossed Starlet
Maestro, Nimble Fencer
Nimble Fencer, Metamorphosis
Dark Pact, Shadow Blade
Main:
- Dark Pact, base to 16 draw 1 rs draw 1
- Pestering Haunt rises from the grave
- Garth (6)
- Make a skeleton (5)
- Tech 2 Finesse (1)
- Worker (0)
Workers
Summon Skeletons, Thieving Imp, Poisonblade Rogue, Jandra, the Negator, Skeletal Archery
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Skeleton (1/1+1armor)
-
Elite:
-
Scavenger: Skeleton Javelineer (1/1)
-
Technician:
-
Lookout:
In Play:
- Garth (1/3 lvl 1)
- Vandy (4/4 lvl 5)
- Pestering Haunt (1/1)
- Graveyard (3hp, holding fencer)
Economy Info:
Cards:
Gold:
End of Turn Hand
Maestro
Maestro
Nimble Fencer
Star-Crossed Starlet
Metamorphosis
End of Turn Discard
Dark Pact
Sacrifice the Weak
Shadow Blade
Deteriorate
My Thoughts
I could ace the WE but I think the better play is simply to wall and tech up. He has no haste available, I’ll just bring Garth + a skeleton out and continue the gambit.
P2T5
Tech StartingHand Workers
TECH
Centaur
Ferocity
STARTING HAND
Bird’s Nest
Barkcoat Bear
Spirit of the Panda
Ironbark Treant
Huntress
WORKERS
Rich Earth
Playful Panda
Tiger Cub
Spore Shambler
Ironbark Treant
NextHand
Barkcoat Bear
Rampaging Elephant
Merfolk Prospector
Rampant Growth
Discard
Bird’s Nest
Barkcoat Bear
Centaur
Ferocity
Tech 2 card(s)
Get Paid + float - ($10)
Huntress - ($8)
Spirit of the Panda on Water Elemental - ($4)
Water Elemental kills SQL Skeleton, takes 1 damage, I get a gold - ($5)
Argagarg kills Skeleton Javelineer, you get a gold, takes 1 damage
Tech II Feral - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Huntress 3/3+1A (sparkshot, anti-air)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Argagarg L5 1/4 (1 damage)
- Water Elemental 5/4 (Spirit of the Panda, anti-air, 1 damage)
- Spirit of the Panda (attached to Water Elemental, healing 1)
-
Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Spirit of the Panda comes out in time to afford Tech II and some defenders, even if I can’t get the Bear out then hopefully I can make it a struggle for FrozenStorm to destroy both the Tree and my Tech II, and not get hit back. If I can start getting Tech II units rolling out, I might be able to deal with Metamorphosis, but Finesse will still be a massive problem. Ferocity might help out. If I tech more I might want another Ferocity, maybe a Gigadon, worker out the Birds - I’ll need to focus on ground defenders against both Metamorphosis and fetched Virtuosos.
I’m on phone but tldr of my turn will be Haunt pings base and dies, River out, Meta from hand, Garth fetches Guide, Garth kills SQL, vandy breaks tech 2, fencer from graveyard trades with WE.
Guide in SQL, River in techn
About as expected… With the Verdant Tree still up, my Tech II will go straight back up, you fine with that?
Nope lol… I’ll break the tower instead with fencer, and have vandy limp away from the WE kill on 1hp
1 Like
Game 4, Player 1, Turn 6
P1 [Demon/Necro]/Finesse vs P2 [Feral/Growth]/Strength
Starting Hand
Maestro
Maestro
Nimble Fencer
Star-Crossed Starlet
Metamorphosis
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Grounded Guide x2
Maestro, Star-Crossed Starlet
Maestro, Nimble Fencer
Nimble Fencer, Metamorphosis
Dark Pact, Shadow Blade
Main:
- Haunt pings your base to 19
- River (8)
- Metamorphosis, heroes demonize, Garth fetches a Grounded Guide from Discard (2)
-
Fencer from Graveyard revives, kills Huntress (0)
- Vandy breaks your tower, your base to 17
- Garth kills WE, limps away on 1hp
Workers
Summon Skeletons, Thieving Imp, Poisonblade Rogue, Jandra, the Negator, Skeletal Archery
-
-
Patrol as below
- Discard 4 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Grounded Guide (4/4+1armor)
-
Elite:
-
Scavenger: River (5/6 lvl 5)
-
Technician:
-
Lookout:
In Play:
- Garth (5/1 lvl 7)
- Vandy (6/5 lvl 5)
- Nimble Fencer (4/1)
- Graveyard (3hp, Haunt and Jav inside)
Economy Info:
Cards:
Gold:
End of Turn Hand
Maestro
Grounded Guide
Shadow Blade
Maestro
Nimble Fencer
End of Turn Discard
My Thoughts
Ok now we take stuff down Meta style, with the Finesse Engine online as well.
P2T6
Tech StartingHand Workers
TECH
Ferocity
Rampaging Elephant
STARTING HAND
Barkcoat Bear
Rampaging Elephant
Merfolk Prospector
Rampant Growth
WORKERS
Rich Earth
Playful Panda
Tiger Cub
Spore Shambler
Ironbark Treant
NextHand
Forest’s Favor
Young Treant
Huntress
Spirit of the Panda
Tech 2 card(s)
Get Paid - ($10)
Argagarg heals to 5
Tower - ($7)
Rampaging Elephant - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Rampaging Elephant 6/7+1A (can attack twice)
-
Elite:
-
Scavenger: Merfolk Prospector 1/1
-
Technician: Argagarg L5 1/5
-
Lookout:
In Play:
-
Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)
Buildings:
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Unless I draw into a great Ferocity turn, that’s game.
On phone but I have lethal. Guide from hand + maestro + fencer
Limping Fencer hits SQL, revives and finishes him, vandy kills arg ss MP, that leaves Garth, River, fencer and guide to deal 21. GG WP!
Id play another if ya wanna, thoughts?
1 Like
GG WP! Wasn’t sure what to tech after the Rook kill, maybe I should have teched in another Spirit of the Panda or a Ferocity instead of one of the techs on Turn 4.
I’m up for another.
1 Like
I was fearing dinosize most.
Am I up for p2? I’ll try purple peace again
I wasn’t going to get units down in time to use it before Meta helped you keep my board clear, and it’s not that great on Water Elemental. I should probably just have put Argagarg in front and accepted him dying, so the units behind survived and he could summon again.
I’ll go for Neutral/Balance/Strength.
Truth + finesse to round me out
I’ll give Fire a go, will put up a turn when I can.
Thoughts
Choice was between Jaina’s 4-cost spell and Kidnapping to deal with Grounded Guide, I’m thinking Firebats could be useful insurance against Free Speech stopping the above / Thunderclap against Illusions.
GLHF
P1T1
StartingHand Workers
STARTING HAND
Wither
Tenderfoot
Bloom
Helpful Turtle
Brick Thief
WORKERS
Helpful Turtle
NextHand
Fruit Ninja
Granfalloon Flagbearer
Older Brother
Spark
Timely Messenger
Discard
Wither
Brick Thief
Bloom
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Jaina Stormborne - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Jaina L1 2/3+1A (sparkshot)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Not a great starting hand for offense. I’ll open with Tenderfoot and Jaina, then I easily threaten 4 damage if Onimaru leads.
Finesse has anti-air if needed, so I’m leaning away from Birds, and towards opening with double Firebat and Jaina for a ton of targeted damage. Cheap Neutral units can block against hasted counterattacks to start with.
GL HF!
Game 5, Player 2, Turn 1
P1 [Neutral]/Strength/Balance/Fire vs P2 [Purple]/Finesse/Peace/Truth
Starting Hand
Plasmodium
Neo Plexus
Fading Argonaut
Tinkerer
Time Spiral
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Fading Argonaut (3)
- Onimaru (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: Fading Argonaut (2/3+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Onimaru (2/3 lvl 1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft
Hardened Mox
End of Turn Discard
My Thoughts
P1T2
Tech StartingHand Workers
TECH
Lobber
Lobber
STARTING HAND
Fruit Ninja
Timely Messenger
Older Brother
Granfalloon Flagbearer
Spark
WORKERS
Helpful Turtle
Fruit Ninja
NextHand
Spark
Timely Messenger
Lobber
Bloom
Brick Thief
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Older Brother - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Older Brother 1+2/2
-
Scavenger: Tenderfoot 1/2
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Still on the slow start here. I think I’m going to open with Lobbers instead, then I can put the extra gold into Jaina to get some damage going. I’m expecting to have to block against Fencers pretty quickly, but if things go well I can have Jaina ping buildings and prepare for an Earthquake.
Game 5, Player 2, Turn 2
P1 [Neutral]/Strength/Balance/Fire vs P2 [Purple]/Finesse/Peace/Truth
Starting Hand
Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft
Hardened Mox
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Battle Suits (4)
- Hardened Mox (1)
- Oni kills tenderfoot, you get 1g
- Worker (0)
Workers
Forgotten Fighter, Time Spiral
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Fading Argonaut (3/3+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Hardened Mox (2/1)
In Play:
- Battle Suits
- Oni (2/2 lvl 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Temporal Research
Neo Plexus
Tinkerer
Plasmodium
End of Turn Discard
My Thoughts
Still fine, I’ll risk the wither
…
Wow, whiffd…
P1T3
Tech StartingHand Workers
TECH
Firebat
Ember Sparks
STARTING HAND
Lobber
Brick Thief
Timely Messenger
Spark
Bloom
WORKERS
Helpful Turtle
Fruit Ninja
Spark
NextHand
Granfalloon Flagbearer
Wither
Firebat
Lobber
Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Lobber - ($5)
Bloom - ($3)
Lobber suicides into Fading Argonaut for 1+1A damage
Jaina kills Fading Argonaut, takes 3 damage
Midband Jaina - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Older Brother 2/2+1A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Jaina L4 4/4 (+, sparkshot)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I could kill Onimaru this turn, but that leaves me with only a midband Jaina, facing a 2/1 Mox, so Nullcraft would kill her. I’ll just play it safe and kill the Argonaut. Onimaru can still kill Jaina, but it would be a trade at midband if he isn’t boosted.
Game 5, Player 2, Turn 3
P1 [Neutral]/Strength/Balance/Fire vs P2 [Purple]/Finesse/Peace/Truth
Starting Hand
Temporal Research
Neo Plexus
Tinkerer
Plasmodium
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except for turn 1)
All Teched Cards
The Art of War x2
Boot Camp x2
Main:
- Midband Oni (3)
- Oni kills SQL
- Maxband Oni (0)
- Skip worker
Workers
Forgotten Fighter, Time Spiral
-
-
Patrol as below
- Discard 4 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Soldier (1/1+1armor)
-
Elite:
-
Scavenger: Soldier (1/1)
-
Technician:
-
Lookout: Hardened Mox (2/1)
In Play:
- Battle Suits
- Oni (4/5 lvl 8)
- Soldier (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Boot Camp
Boot Camp
Nullcraft
Plasmodium
Neo Plexus
End of Turn Discard
My Thoughts
Don’t want to use an expensive draw 1 to maybe get to what I need. Instead I will skip worker and sprint to art of war, which he doesn’t have a strong counter for. Boot camp on the Mox is a natural way to cycle around for it, so hopefully it’ll work to my advantage. I’ll gamble he doesn’t have wither + spark + lobber + messenger (or ember sparks instead of the spark + messenger) and leave one soldier off patrol to avoid an easy sparkshot. If he does wither Mox so be it, it only spares him one small attack