Casual Dwarddd (Green) vs Bolyarich (Red)

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:

  • :psblueshield: Squad Leader: Steam tank #2(3/6)A
  • :psfist: Elite:
  • :ps_: Scavenger: Taxman(3/3), antiair
  • :pschip: Technician: Drakk(1/3), lvl1, dies:1 dmg to your base
  • :target: 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:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
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 :slight_smile:

  1. i want you to go first to have better feeling as p2 red vs green (like werm-up series)
  2. nice catch with MoP. May be you could didn’t play the bear with idea to draw 3rd time a MoP
  3. After Gunship came to the play, i have no idea how you could outplay it, then draw 3-4-5 MoPs
  4. You could not to lose a board presence, so i couldn’t go for T3 on next turn so easily
  5. you could kill both gynships in theory with max band midori + some green buff / some way to kill all my board patrol + buffed huntress. You had bear + midori (+Arg) vs 3 patrollers for it
1 Like

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:

  • :psblueshield: Squad Leader: Midori(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
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:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts
  1. Midori… WTF?
  2. Playline with bloodburn. Too slow? May be. Will be ‘counterd’ with bears and other cheap+resist stuff? Yes.
  3. 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:

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

In Play:

  • Midori(2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

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:

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

In Play:

  • Bro(3/1)
  • Dog(1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts
  1. He want to have a combo with CoL, mostly
  2. 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
  3. Combo couldn’t be countered with kidnaping
  4. 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:

  • :psblueshield: Squad Leader: Ironbark Treant(1/2aaa)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Centaur(3/4) overpower
  • :target: Lookout:

In Play:

  • Midori(3/2) (+)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane(2/2), lvl3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts
  1. 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
  2. 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…
  3. 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:

  • :psblueshield: Squad Leader: Spore Shambler(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Huntress(3/3)
  • :target: Lookout:

In Play:

  • Merfolk Prospector(1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
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:

  • :psblueshield: Squad Leader: Firebat(3/3)A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Zane(3/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

@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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Oversized Rhinoceros(7/8) +r1

In Play:

  • Merfolk Prospector(1/1)
  • Spore Shambler(1/2) (+)
  • L1 Midori(2/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
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 :slight_smile:

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