Hi @mdn1111 - I gladly take you up on that offer. I’m still struggling a bit how to use that google drive spreadsheet, but it seems very useful. gl hf!
P1T1
StartingHand Workers
STARTING HAND
Young Treant
Verdant Tree
Playful Panda
Rampant Growth
Merfolk Prospector
STARTING HAND
Scorch
Mad Man
Makeshift Rambaster
Pillage
Careless Musketeer
WORKERS
NextHand
Charge
Nautical Dog
Bombaster
Bloodburn
Bloodrage Ogre
Discard
Pillage
Scorch
Makeshift Rambaster
Careless Musketeer
Mad Man
Tech 0 card(s)
Get Paid - ($5)
Don’t worker
Summon Zane - ($3)
Midband Zane - ($0)
Zane attacks and kills Argagarg
Zane maxbands and heals
Zane shoves the wisp to elite and kills it
Ironbark Treant
Forest’s Favor
Young Treant
Centaur
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($5)
Use Merfolk Prospector Ability - ($6)
Worker - ($5)
Tech I - ($4)
Play Tiger Cub - ($2)
Summon Calamandra - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tiger Cub (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
Calamandra (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
I’m not sure if this is a problem. I probably should place Argagarg in Patrol Leader instead to avoid this combo in the future, but this is probably still okay as no worker is a big cost. Teching Tiny Basilisk to threaten his maxband Zane immediately.
STARTING HAND
Ironbark Treant
Forest’s Favor
Centaur
Young Treant
Tiny Basilisk
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
NextHand
Playful Panda
Rampant Growth
Ferocity
Young Treant
Spore Shambler
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Calamandra Lvl. 1 -> 3 (3/4) - ($3)
Calamandra kills Bloodrage Ogre taking 3 damage
Play Forest’s Favor on Merfolk Prospector - ($1)
Merfolk Prospector trades with Zane
Calamandra gains 2 free Lvls 3 -> 5, maxband and heal (4/5)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Calamandra Lvl.5 (4/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Forest’s Favor on Merfolk Prospector was very expensive, but if I don’t kill Zane any board I could throw down this turn would not hold next turn. A pity I couldn’t get the Centaur out but everything is just too expensive. Not the decisive board Control I have hoped for. I don’t know yet what spec my opponent is aiming for, so speccing Balance and going for board control with Basilisks and Ferocity seems reasonable.
I can delay Tech II for a turn, since I won’t draw the teched cards anyway. Tiny Basilisk was a great draw off of Young Treant. I briefly considered Ferocity (instead of Rampant Growth + killing the Centaur) since a first strike Tiny Basilisk in Squad Leader is terrifying, but Fire has too many ways to deal with that (although Jaina hasn’t been played yet, so might work). The way I played secures me more board control and I have a good setup for Centaur + Tech II next turn.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II (Balance) - ($4)
Summone Argagarg (comes with a Wisp) - ($2)
Tiny Basilisk trades with Calamandra
2 free levels for Argagarg 1->3
Level Argagarg 3->5, Water-Elemental - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water-Elemental (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2)
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lvl.5 (1/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Didn’t expect that one at all, but discarding two cards this way should proof very costly and note that he could not afford to build Tech II despite having to reshuffle. Still absolutely no clue which spec he is going for as that maneuver didn’t reveal anything about his tech choices. Too bad Tiny Basilisk didn’t get something better to trade with, but oh well. I did not go for the Centaur as planned because I didn’t want to waste the free levels from killing Calamandra and leveling Argagarg also provides board presence while simultaneously bringing me back to 5 cards. I thought long about my tech choice this turn, but deciding for the Argagarg line solved it - Dinosize works very well with the Wisp and Young Treant hanging around. I patrolled the Water-Elemental in Squad Leader to play around Surprise Sharks, but since there are no clues about tech choices I have no clue if that is the right thing to play around.
Tech 2 card(s)
Get Paid + float - ($10)
Don’t Worker at first
Summon and Max Zane - ($3)
Shove the Elemental to Elite, dealing 1 to it
Lobber - ($1)
Lobber trades with the elemental
Zane kills the Young Treant, so we each get a gold - ($1)
Worker - ($0)
Tech 2 card(s)
Get Paid - ($9)
1 Gold from Scavenger - ($10)
No Worker
Summon Calamandra - ($8)
Play Wandering Mimic A (Haste from Zane) - ($4)
Play Wandering Mimic B (Haste from Zane) - ($0)
Argagarg attacks Tech I for 1 damage
Wandering Mimic A destroys Tech I, your base takes 2 damage
Wandering Mimic B trades with Zane
2 free levels for Calamandra 1->3
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Calamandra Lvl.3 (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lvl.5 (1/5)
Wandering Mimic (4/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 7
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Still no Tech II, so destroying the Tech I building and clearing the board should win me the game even if I need to skip a worker for that - in theory at least. The Dinosize next turn should cement my board control if anything survives.
Wow, I totally missed the fact that Wandering Mimics got abilities from my heroes and units as well. I can’t come back from that, good game.
I think you played that really nicely. I knew I was taking a risk in not workerint the first turn, and I now think that it’s probably just a mistake in any context. It’s possible that I could have done something if I had survived another turn, but probably not; being so far behind on tech was damning.
If you’d like to play again, I’d be thrilled: my number is 54. I’m going to switch to [Anarchy]/Blood/Feral if that works for you.
Yeah after your first turn I just tried to play the most calm way to amass value on the board and profit from your missed worker. I can’t quite identify where the tipping point was where things started to go wrong for you, so maybe it was really more a gradual shift? Good game in any case!
Out of interest: What is the reason for including Feral instead of monored? Is it just that Ferocity + Haste units are scary and with Calamandra and Centaurs you have some solid stats which the red decks are missing? Or am I missing something?
Yes another game would be great, no matter what deck you play! I will stick with monogreen because I want to figure that out better before moving on to other decks. My number is 64, so I go first again?
Oh sorry! I went back and forth on which to play before choosign the Bombaster. And idk how to explain the tech thing except that I forgot we were just starting. But I played the Bombaster; I’ve corrected it above and unteched.
STARTING HAND
Young Treant
Verdant Tree
Forest’s Favor
Rich Earth
Playful Panda
WORKERS
Ironbark Treant
Rich Earth
NextHand
Young Treant
Rampant Growth
Forest’s Favor
Centaur
Tech 2 card(s)
Get Paid - ($5)
Use Merfolk Prospector Ability - ($6)
Worker - ($5)
Tech I - ($4)
Play Playful Panda (comes exhausted and with a Wisp) - ($2)
Play Verdant Tree - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Calamandra Lvl.1 (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
Playful Panda (2/2)
Verdant Tree (-/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Oh wow this turn really caused me problems. Not sure what the correct response is. I tried playing the Verdant Tree and Putting Calamandra in Technician to recoup the card since I couldn’t find a way how she survives and I want to get out Midori next turn anyway.
STARTING HAND
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre
Mad Man
WORKERS
Careless Musketeer
Scorch
NextHand
Bloodburn
Bombaster
Centaur
Charge
Nautical Dog
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Bombaster trades with Calamandra, you draw a card
Drakk maxbands
Drakk kills the wisp, you get a gold
Mad Man - ($1)
Mad Man trades with the panda
STARTING HAND
Forest’s Favor
Rampant Growth
Centaur
Young Treant
Gemscout Owl
WORKERS
Ironbark Treant
Rich Earth
Young Treant
NextHand
Tiger Cub
Circle of Life
Spore Shambler
Playful Panda
Tech 2 card(s)
Draw a card from Technician.
Get Paid - ($6)
Gold from Scavanger - ($7)
Worker - ($6)
Use Merfolk Prospector ability - ($7)
Play Centaur - ($4)
Play Gemscout Owl - ($3)
Summon Midori - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Centaur (3/4A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Midori Lvl.1 (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
Gemscout Owl (0/1)
Verdant Tree (-/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Not sure how I would have to time it so the Verdant Tree Ability makes sense. I can probably try floating gold next turn and Tech some Tech II cards to rush Tech II. If Midori survives I have a nice Circle of Life prepared.