I generally think of patrol as your units actively intercepting opponents units. However you think about it however, unattackable units are really bad patrollers, as they dont stop your opponents units attacking, hence why invisible units lose unattackable when patrolling, otherwise they could never defend for you, and that would be really bad, but being untargetable by your opponents is basically never a bad thing for you.
P2T7
StartingHand Workers
STARTING HAND
Bloodrage Ogre (3/2 + A)
Crashbarrow
Pirate-Gang Commander
Makeshift Rambaster
WORKERS
Scorch
Careless Musketeer
Pillage
Bloodburn
Nautical Dog
NextHand
Crashbarrow
Gunpoint Taxman (3/3)
Charge
Kidnapping
Tech 0 card(s)
Get Paid - ($10)
Pirate-Gang Commander - ($4)
Crashbarrow
Midband Drak - ($1)
Crashbarrow runs over the centaur and in a frenzy also kills the tiny Basilisk, your base to 12
Drak kills the wisp
Pirate #2 kill Tiger, your base to 10
Pirate #3 trades with Arg, your base to 8
Pirate-gang Commander #1 and Zane break your base
GG!
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Drak (2/2, lvl 1)
- Zane (4/1, lvl 6 Haste)
- Pirate-Gang Commander #1 (6/5, My units have “Dies: opponents bases take 1 damage”)
- Pirate-Gang Commander #2 (6/6, My units have “Dies: opponents bases take 1 damage”)
- Pirate #4 (2/2)
- Pirate #5 (2/2)
- Pirate #6 (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
GGWP!
Now on to post-game discussion!
Before looking at the hidden information, I think I obsessed too much over responding to a spell-based strategy using Jaina and Drakk’s powerful spells, and got completely overran by a fast teching strategy. Also on my T5 attacking with Caly and leaving her vulnerable to a Shoddy Glider threw away any comeback chances. I don’t know if changing any play after T3 would have prevented an easy ride to Tech III, or if stealth killing Drakk was already too committal.
Having played the green side of this matchup a lot (I was in the Red v Green MMM), green struggles with keeping a board presence against Red, and one of greens main weakness is that without a board it has no interaction with the board. Neither colour has good access to card draw (apart from patrol bonuses/Zane) so this lays the foundation of what I’m trying to exploit as a red player. Without Balance tech 2, Green has no haste, so I dont have to worry about patrolling. With my Hasty units, I can dictate good trades for me, and with that value, its easy to start out teching.
I would agree killing Drak was an over commitment. Without cards, you can’t defend well, you overall have less good options (you hit your techs slower and are less likely to have them in hand, and therefore the value of each card is also lower.) On the other hand, letting me get and easy max drak is also bad. +1 attack on all my units is hard to outvalue, and hasty taxman just let me pile on the presure even more.
From my experience this matchup is all about Green managing to stabilise the board, and Red trying to stop them. Although this is likely to depend more on the players then anything else. My style is always been value orientated (hence why I love purple so much), and so that is how I played Red here. I’m up for another game if you are?
Yeah. Can’t believe I didn’t realize that P2 Red usually won’t do crazy things like spells + T1 rush. This is actually the first time I ever tried using Caly topband, and it seems the position didn’t justify it enough. It’s also the first time I deliberately used all five patrol slots (though Lookout was due to my misunderstanding of the rules).
I’m definitely ready for another game. We’re switching P1/P2 right?
sure
P1T1
StartingHand Workers
STARTING HAND
Charge
Nautical Dog
Mad Man
Scorch
Careless Musketeer
WORKERS
Careless Musketeer
NextHand
Bloodburn
Pillage
Bombaster
Bloodrage Ogre
Makeshift Rambaster
Discard
Scorch
Charge
Mad Man
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Nautical Dog
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 2
- Workers: 5
Thoughts
Ughh, not the best opener. I’m probably gonna go for a drak opener again, but threathening zane in the mean time seems good.
P2T1
StartingHand Workers
STARTING HAND
Tiger Cub
Merfolk Prospector
Spore Shambler
Ironbark Treant
Forest’s Favor
WORKERS
Spore Shambler
NextHand
Verdant Tree
Rampant Growth
Playful Panda
Rich Earth
Young Treant
Discard
Tiger Cub
Ironbark Treant
Forest’s Favor
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Argargarg - ($1)
Tech I - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Wisp 1/1
- Scavenger: Merfolk Prospector 1/1
- Technician:
- Lookout:
In Play:
- Argargarg L1 1/3
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
So he hasn’t decided on a hero yet. If it looks like he’s playing it slow again, I think I’m going full econ this time.
EDIT: accidently worked 1 too many cards, fixed now…
P1T2
Tech StartingHand Workers
TECH
Surprise Attack
Surprise Attack
STARTING HAND
Bloodrage Ogre
Bloodburn
Bombaster
Pillage
Makeshift Rambaster
Charge
WORKERS
Careless Musketeer
Bloodburn
NextHand
Surprise Attack
Scorch
Surprise Attack
Mad Man
Pillage
Discard
Makeshift Rambaster
Charge
Bombaster
Bloodrage Ogre
Tech 2 card(s)
Get Paid + float - ($7)
Midband Zane - ($2)
Zane kills Prospector, we both get 1 gold - ($3)
Pillage, Take your now floating gold, your base to 19
Max Zane, shoving wisp to Tech slot, We both reshuffle and draw (you before teching), - ($1)
Worker - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
- Squad Leader: Nautical Dog (1/1 + A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane (4/4, lvl 6)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 6
Thoughts
hmm, don’t know if forceing him to reshuffle is worth it, but lets find out…
P2T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Centaur
STARTING HAND
Young Treant
Verdant Tree
Rich Earth
Rampant Growth
Playful Panda
Forest’s Favor
WORKERS
Spore Shambler
Rich Earth
NextHand
Merfolk Prospector
Rampant Growth
Centaur
Tiger Cub
Ironbark Treant
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Forest’s Favor on Arg - ($3)
Arg kills Nautical Dog, takes 1 damage
Playful Panda - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite: Wisp 1/1
- Scavenger:
- Technician:
- Lookout:
In Play:
- Argargarg L1 2/3
- Playful Panda 2/2
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
That’s anything but slow! Now he’s got a massive hero advantage and totally disrupted my tech progression, and I can hardly do anything about it! Without Prospector it’s hard to go econ, and he’s probably going to rush T3 and T4, so I have to tech actual combat units and not Gemscout Owl.
P1T3
Tech StartingHand Workers
TECH
Gunpoint Taxman
Gunpoint Taxman
STARTING HAND
Surprise Attack
Pillage
Scorch
Mad Man
Surprise Attack
WORKERS
Careless Musketeer
Bloodburn
Scorch
NextHand
Makeshift Rambaster
Pillage
Bombaster
Nautical Dog (1/1 + A)
Surprise Attack
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Suprise Attack! - ($0)
Zane kills Wisp
Shark 1 kills Arg
Shark 2 kills Panda
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane (4/3, lvl 6)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
P2T3
Tech StartingHand Workers
TECH
Predator Tiger
Predator Tiger
STARTING HAND
Rampant Growth
Merfolk Prospector
Centaur
Tiger Cub
Ironbark Treant
WORKERS
Spore Shambler
Rich Earth
Tiger Cub
NextHand
Verdant Tree
Tiny Basilisk
Young Treant
Forest’s Favor
Rampant Growth
Tech 2 card(s)
Get Paid + Float - ($8)
Worker - ($7)
Centaur - ($4)
Build Tech II (Feral) - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Centaur 3/4 + A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Originally wanted to play more units and heroes to defend a rush, but given that he hasn’t even built Tech I yet, he has to have Maximum Anarchy in his hand. I don’t think he can deal 10 damage with Tech 0 units alone. He has to use another Zane spell.
Unfortunately, my plan of attack may be quite obvious now…
P1T4
Tech StartingHand Workers
TECH
Kidnapping
Chaos Mirror
STARTING HAND
Surprise Attack
Pillage
Makeshift Rambaster
Nautical Dog (1/1 + A)
Bombaster
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
NextHand
Charge
Gunpoint Taxman
Bloodrage Ogre
Gunpoint Taxman
Surprise Attack
Discard
Surprise Attack
Nautical Dog (1/1 + A)
Bombaster
Makeshift Rambaster
Kidnapping
Chaos Mirror
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
(Not so) Suprise attack! - ($1)
Tech 1 - ($0)
Sharks kill your Centaur
Zane does 4 to your tech 2
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane (4/3, lvl 6)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 8
Thoughts
He has tech 2 now, which is bad. It is not Balance however, which is good, and so lets get some answers to big feral units…
P2T4
Tech StartingHand Workers
TECH
Moment’s Peace
Circle of Life
STARTING HAND
Young Treant
Forest’s Favor
Tiny Basilisk
Verdant Tree
Rampant Growth
Playful Panda (YT draw)
WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Verdant Tree
NextHand
Predator Tiger
Ironbark Treant
Merfolk Prospector
Playful Panda
Predator Tiger
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Young Treant, I draw - ($5)
Tiny Basilisk - ($3)
Argargarg - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Tiny Basilisk 1/2 + A Deathtouch
- Elite: Argargarg L1 2/3
- Scavenger: Wisp 0/1
- Technician: Young Treant 0/2
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 1 (Feral)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
Well, that’s a bad draw. Next turn he can just Lobber and break tech II, and I’ll have a bunch of dead Predator Tigers in hand. Still really worried about MA, and unless I can kill maxband Zane I can’t play anything valuable to the board. At least Arg can’t give away levels.
P1T5
Tech StartingHand Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Bloodrage Ogre
Surprise Attack
Charge
Gunpoint Taxman
Gunpoint Taxman
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Charge
NextHand
Mad Man
Makeshift Rambaster
Pirate Gunship
Surprise Attack
Bombaster
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Anarchy) - ($3)
Gunpoint Taxman - ($1)
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Gunpoint Taxman (3/3)
- Lookout:
In Play:
- Zane (4/3, lvl 6)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
I can’t keep suprise attacking, I’m trading down gold wise far too often, so lets go for tech 3 rush…
P2T5
Tech StartingHand Workers
TECH
Rampaging Elephant
Rampaging Elephant
STARTING HAND
Predator Tiger
Merfolk Prospector
Predator Tiger
Ironbark Treant
Playful Panda
WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Verdant Tree
Ironbark Treant
NextHand
Circle of Life
Moment’s Peace
Forest’s Favor
Rampant Growth
Centaur
Discard
Tiny Basilisk
Predator Tiger
Playful Panda
Merfolk Prospector
Rampaging Elephant
Rampaging Elephant
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tiny Basilisk trades with GPT, you draw
Arg pings your Tech II
Predator Tiger - ($5)
Tower - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Predator Tiger 4/4 + A
- Elite:
- Scavenger: Wisp 0/1
- Technician: Young Treant 0/2
- Lookout:
In Play:
- Argargarg L1 1/3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 1 (Feral)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 2
- Workers: 10
Thoughts
For some reason my Tech II lives. Unfortunately he can go Tech III next turn and there’s still the threat of MA. Tower won’t do anything if he has MA, but without it it stops some of Anarchy hasted stealth.
P1T6
StartingHand Workers
STARTING HAND
Mad Man
Makeshift Rambaster
Bombaster
Surprise Attack
Pirate Gunship
Bloodrage Ogre
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Charge
Makeshift Rambaster
NextHand
Gunpoint Taxman
Kidnapping
Nautical Dog (1/1 + A)
Chaos Mirror
Pirate Gunship
Discard
Gunpoint Taxman (3/3)
Surprise Attack
Bloodrage Ogre
Bombaster
Pirate Gunship
Mad Man
Tech 0 card(s)
Get Paid + float - ($10)
(This really shouldn’t be a) Suprise Attack! - ($5)
Sharks kill Predatory Tiger
Zane kills wisp, we both get 1 gold - ($6)
Worker - ($5)
Tech 3 - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane (4/2, lvl 6)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Anarchy)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 10
Thoughts
Tech 3 online, he can only attack with arg, and 5/6 chance to draw the gunship. I’m not out of the woods, but theres a good chance here.
P2T6
Tech StartingHand Workers
TECH
Dinosize
Dinosize
STARTING HAND
Rampant Growth
Centaur
Moment’s Peace
Circle of Life
Forest’s Favor
WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Verdant Tree
Ironbark Treant
NextHand
Predator Tiger
Rampaging Elephant
Tiny Basilisk
Predator Tiger
Dinosize
Tech 2 card(s)
Get Paid + float - ($12)
Scav Bonus - ($13)
Midband Arg - ($11)
Cast Forest’s Favor on Arg - ($9)
Arg kills Zane, maxbands and heals
Midori - ($7)
Cast Moment’s Peace - ($5)
Midband Midori - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Midori L5 3/4 + A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Argargarg L5 2/6
- Water Elemental 3/3 Anti-air
- Young Treant 0/2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 1 (Feral)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
Ok, Moment’s Peace can buy me a turn, but I don’t see how I can keep him of Gunships/Tech III unless I luck into 2x Dinosize or whatever. Even then, he’ll just not play Gunship and play a bunch of blockers, so there’s too little chance of winning.
P1T7
StartingHand Workers
STARTING HAND
Pirate Gunship
Gunpoint Taxman
Nautical Dog (1/1 + A)
Kidnapping
Chaos Mirror
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Charge
Makeshift Rambaster
NextHand
Kidnapping
Surprise Attack
Gunpoint Taxman (3/3)
Mad Man
Tech 0 card(s)
Get Paid - ($10)
Pirate Gunship, which gets very confused when it can’t attack… - ($4)
Gunpoint Taxman - ($2)
Nautical Dog - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3 + A)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout: Pirate Gunship (7/6, Flying, Haste, Long range, Resist 2 + 1, Obilterate 2)
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Anarchy)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
Well, that Moments Peace has got him another turn, but lets see if he has an answer to Gunship, or if zane needs to come back in and put Midori in his place.
P2T7
StartingHand Workers
STARTING HAND
Dinosize
Predator Tiger
Predator Tiger
Tiny Basilisk
Rampaging Elephant
WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Verdant Tree
Ironbark Treant
NextHand
Circle of Life
Merfolk Prospector
Rampaging Elephant
Moment’s Peace
Playful Panda
Discard
Dinosize
Predator Tiger
Tiny Basilisk
Rampaging Elephant
Tech 0 card(s)
Get Paid + float - ($11)
Maxband Midori - ($8)
Use Arg midband on Water Elemental
Water Elemental kills GPT, takes 2 damage
Cast Dinosize on Midori - ($4)
Midori kills Gunship, takes 1 damage
Predator Tiger - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Predator Tiger 4/4 + A
- Elite:
- Scavenger: Young Treant 0/2
- Technician:
- Lookout:
In Play:
- Argargarg L5 2/6
- Water Elemental 3/1 Anti-air
- Midori L8 4/4
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 1 (Feral)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
Thoughts
Nothing else to do. About 50-50 he has the other Gunship. I wonder if he teched the Gunships before he even teched any Tech II units.
P1T8
StartingHand Workers
STARTING HAND
Surprise Attack
Kidnapping
Gunpoint Taxman (3/3)
Mad Man
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Charge
Makeshift Rambaster
NextHand
Bombaster
Surprise Attack
Chaos Mirror
Pirate Gunship
Discard
Pirate Gunship (7/6, Flying, Haste, Long range, Resist 2 + 1, Obilterate 2)
Gunpoint Taxman (3/3 + A)
Kidnapping
Mad Man
Gunpoint Taxman (3/3)
Surprise Attack
Tech 0 card(s)
Get Paid + float - ($11)
Drak - ($9)
Kidnap Predatory Tiger - ($5)
Nautical Dog kills Young Treant
Tiger Trades with Midori, Drak to lvl 3
Mad man - ($4)
Mad man kills Water Ele
Float ($4)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Drak (1/3, lvl 3)
- Lookout:
In Play:
- Nautical Dog (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Anarchy)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 4
- Workers: 10