P2T10
StartingHand Workers
STARTING HAND
Kidnapping
Pirate Gunship
Steam tank(3/6)A
Bombaster(2/2)A
Taxman
WORKERS
Bloodburn
Scorch
Makeshift Rambaster
Pillage
dog
NextHand
Charge
Mad Man
Flame Arrow
broogre
Maximum Anarchy
Discard
Taxman
Kidnapping
Bombaster(2/2)A
Tech 0 card(s)
Get Paid + float - ($11)
Note: your T2 4 hp
Note: bear 1 hp(tower)
Gunsship #2 - ($5)
Tank#2 - ($2)
Drakk - ($0)
Musketter poke my base and your T2(now on 3 hp)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Steam tank #2(3/6)A
-
Elite:
-
Scavenger: Taxman(3/3), antiair
-
Technician: Drakk(1/3), lvl1, dies:1 dmg to your base
-
Lookout: Pirate Gunship(7/5), resist 3 = 2 + 1
In Play:
- Zane(4/2)
- Musketeer(2/1)
- Steam tank3(3/2)
- Pirate Gunship#2 (7/6), resist 2
- Jaina(2/3) lvl1
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
-
Tech III HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Didn’t know that Jaina can poke only units. Sad. main idea of turn: need to have alive any gunship
@dwarddd’s turn!
I have polymorph, which I think you were expecting, but can’t kill both gunships so I die pretty quickly from here, GG.
Can I ask, is there anything else you were scared of me having? After you built your tech 3 what should be my plan to get the best chance of not dying to gunship?
Also, you go first next if you want another game
on russian forums found: Verdant Tree + T3 + teched Rex to counter Gunship
Yeah I guess the real winning turn was your kidnapping - took away all my board presence.
I actually teched a Rex near the end, but keeping T3 and tech lab alive wasn’t possible I don’t think (had workered verdant tree earlier…)
GL in round 2:
P1T1
StartingHand Workers
STARTING HAND
Merfolk Prospector
Tiger Cub
Rich Earth
Rampant Growth
Young Treant
WORKERS
Rich Earth
NextHand
Spore Shambler
Ironbark Treant
Forest’s Favor
Verdant Tree
Playful Panda
Discard
Tiger Cub
Rampant Growth
Young Treant
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Midori - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Midori(2/3a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
with no merfolk i would be asking myself how bad it would be to float - pillage does cost him a card and lead to little gain, so real quetion is how much am i losing by losing the gold
P2T1
StartingHand Workers
STARTING HAND
Bloodburn
Bloodrage Ogre
Mad Man
Scorch
Makeshift Rambaster
WORKERS
Bloodburn
NextHand
Charge
Careless Musketeer
Bombaster
Nautical Dog
Pillage
Discard
Mad Man
Makeshift Rambaster
Scorch
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Brogre - ($2)
Jaina - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Brogre(3/2)A
-
Elite:
-
Scavenger: Jaina(2/3)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
- Midori… WTF?
- Playline with bloodburn. Too slow? May be. Will be ‘counterd’ with bears and other cheap+resist stuff? Yes.
- Playline with Ogre. The main problem with Ogre - he will attack on next turn. So, the idea is, what follows on T2:
a) This turn Jaina/Drakk, next turn midband it, deal 4 dmg to (SQL2/3 sporky)(elite trent), 1 g dog, no T1?) Too slow with no T1
b) This turn + mad man, next turn hero, bomber, T1
c) Ogre will go to my hand/be dead on tech slot, but its too bad from my perspective
@dwarddd’s turn!
@dwarddd, friendly ping. Hope you have a great weekend
1 Like
Ping received : ), busy weekend revising for exam tomorrow but after that there’s no more for a while
P1T2
Tech StartingHand Workers
TECH
Centaur
Tiny Basilisk
STARTING HAND
Spore Shambler
Playful Panda
Forest’s Favor
Ironbark Treant
Verdant Tree
WORKERS
Rich Earth
Verdant Tree
NextHand
Forest’s Favor
Playful Panda
Spore Shambler
Tiny Basilisk
Rampant Growth
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Ironbark Treant(1+1/2aa)
-
Scavenger:
-
Technician: Merfolk Prospector(1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
P2T2
Tech StartingHand Workers
TECH
Surprise Attack
Firebat
STARTING HAND
Nautical Dog
Pillage
Careless Musketeer
Bombaster
Charge
WORKERS
Bloodburn
Pillage
NextHand
Scorch
Careless Musketeer
Surprise Attack
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
T1 - ($4)
Broogre kills your 1/1, you draw
Bombaster - ($2)
Nautical Dog - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Bombater(2/2)A
-
Elite:
-
Scavenger:
-
Technician: Jaina(2/3)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
- He want to have a combo with CoL, mostly
- He could have it without techniq draw: even without young treant - draw 2 in 5 out of 8: (3, 6) / (5, 8) = 6 * 5 * 4 / 8 * 7 * 6 = 10/28. Vs draw 2 in 6 out of 8: (4, 6) / (6, 8) = 30/56 = 15/28
- Combo couldn’t be countered with kidnaping
- 10/28 still solid, so having this combo out for … 4-5 gold? means that i will need to kill 7/8, 6/7 or 5/5 creature. That is ok with 3/1 Brogre + 2/2 + 2/1 + 2/3 hero on table. If there is no combo it is still pretty solid, but he will have good patrollers anyway
@dwarddd’s turn!
very sorry, but this is the last our game… After that i would take a break, not for 2-3 months, but hopefully not forever
Oh no, i was hoping we could give our Red vs Purple a revisit but that’s okay, have a good break
P1T3
Tech StartingHand Workers
TECH
Huntress
Circle of Life
STARTING HAND
Tiny Basilisk
Playful Panda
Forest’s Favor
Spore Shambler
Rampant Growth
Centaur
WORKERS
Rich Earth
Verdant Tree
Playful Panda
NextHand
Spore Shambler
Young Treant
Tiger Cub
Rampant Growth
Huntress
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Centaur - ($2)
Forest Favour midori, kills SQL - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant(1/2aaa)
-
Elite:
-
Scavenger:
-
Technician: Centaur(3/4) overpower
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
things i am scared of in order of how likely i think they are: lobber or madman; lobber; surprise attack; kidnapping; fire spells
P2T3
Tech StartingHand Workers
TECH
Steam Tank
Steam Tank
STARTING HAND
Makeshift Rambaster
Scorch
Careless Musketeer
Surprise Attack
WORKERS
Bloodburn
Pillage
Makeshift Rambaster
NextHand
Charge
Mad Man
Firebat
Scorch
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Bro and Dog kills SQL
Jaina suicides into Cent
Zane + Sharks - ($0)
Sharks kills Midori+Cent
Zane deals 2 to base
(you draw 1 for Cent)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
- No CoL, lol. So, what now? a) i needn’t to have a T2 this turn, but i can. He will have 2 gold on his next turn if he want to build T2 next turn, but certanly he won’t do it - 4 cards in deck
- Can go sharks fo minuns T1/Midori. Minus T1 looks cool, provoke max level midori, but leads to T2-in-2-turns, what is not cool. Like - lose resources to have no T1 units for a turn but max midori…
- Can hold… for nothing?)
So Sharks. Continue is following – i won’t have cool patrol on next turn, so this is the reason, why i, mostly, can’t play fire spec. So blood(crash barrows), Anarchy(Gunships), Anarchy(invisible core rush). In all variants i need to attack base rather than T1. No cool patrol vs 6 gold board from his turn will lead to no board from my side. So, i think, i need to go Gunships.
@dwarddd’s turn!
P1T5
Tech StartingHand Workers
TECH
Blooming Ancient
Blooming Ancient
STARTING HAND
WORKERS
Rich Earth
Verdant Tree
Playful Panda
Rampant Growth
NextHand
Circle of Life
Blooming Ancient
Tiny Basilisk
Forest’s Favor
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
huntress - ($4)
spore shambler - ($1)
prospector - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Spore Shambler(2/3a)
-
Elite:
-
Scavenger:
-
Technician: Huntress(3/3)
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
no idea what tech 2 they’re going for, im chosing growth on the chance huntress is alive next turn to circle of life her
P2T4
Tech StartingHand Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Mad Man
Charge
Firebat
Scorch
WORKERS
Bloodburn
Pillage
Makeshift Rambaster
Mad Man
NextHand
Bombater(2/2)A
Surprise Attack
Steam Tank
Steam Tank
Discard
Pirate Gunship
Pirate Gunship
Scorch
Charge
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
T2 anarchy - ($3)
Firebat - ($1)
Zane hits lvl4 - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Firebat(3/3)A
-
Elite:
-
Scavenger:
-
Technician: Zane(3/3)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
Gold:
@dwarddd’s turn!
P1T6
Tech StartingHand Workers
TECH
Might of Leaf and Claw
Polymorph: Squirrel
STARTING HAND
Forest’s Favor
Circle of Life
Tiny Basilisk
Blooming Ancient
WORKERS
Rich Earth
Verdant Tree
Playful Panda
Rampant Growth
Forest’s Favor
NextHand
Tiger Cub
Centaur(3/4) overpower
Young Treant
Ironbark Treant(1/2aaa)
Discard
Huntress(3/3)
Circle of Life
Tiny Basilisk
Blooming Ancient
Might of Leaf and Claw
Polymorph: Squirrel
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tap spore shambler to move rune onto Huntress
huntress kills firebat takes 3
Midori - ($5)
Circle of Life huntress into Rhino - ($3)
Merfolk prospects - ($4)
Tech 2 Growth - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Oversized Rhinoceros(7/8) +r1
In Play:
- Merfolk Prospector(1/1)
- Spore Shambler(1/2) (+)
- L1 Midori(2/3)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Thoughts
so i think their best chance of winning here comes from going for tech 3 again so this is looking okay, I’d hate a kidnapping but what can you do I almost always fear kidnapping
gg wp, have no response to it. THought that there wouldn’t be T2 creatures at least 1 turn. My plan was gunships(again), with problem with draw only 1 card from discard pile with them. But even that i can’t use.
A tried to outplay 1/2g card + CoL on turn 3, but you managed not to tech it, but it certanly looks like it.
Yeah CoL on turn 3 was my plan, but then i didn’t like relying on drawing both teched cards, that seemed silly. so i delayed it and then things lined up well after that.
Well i enjoyed these games and learnt some things so see you in 2-3 months after your break
The thing with our Purple vs Red MMM is: do you think we did tried enough different things in the warm up?
No, we didn’t. We can continue our warm-up session in … some months. See you!
1 Like