I’m probably going to resign next turn, since even if he doesn’t bring out another Gunship, I’m not going to ever recover from losing 13 gold worth of maxband Midori and the Tiger.
Tech 0 card(s)
Get Paid + float - ($14)
Pirate Gunship - ($8)
Max Zane, Pushing wisp to elite and killing it - ($1)
Pirate Gunship attacks Arg, Obiliterate kills Panda and Elephant, Arg dies, Drak to lvl 5
Zane kills Calamanda, Drak to Maxband, we both get 1 gold - ($2)
Drak breaks tech 2, your base to 18
I noticed from the past two games that I didn’t have any concrete win conditions. A lot of times I teched randomly and happened to luckily draw into answers, but it always felt like delaying the inevitable. Maybe it’s because I’m not a fan of Feral Tech III.
because killing my only hero I had teched spells for seemed like a bad idea, kidnapping does a very similar result (very sad I didnt get to kidnap your elephant), and going even deeper on my zane dependency early game seemed bad. Might have been worth if you were playing more aggressively as it would have allowed my tech 3 to be built more easily, but that was not the case (plus then zane might have died).
Looking back over the game several points stand out to me. Your assumption of needing to play around Maximium anarchy is interesting, while I would agree you shouldn’t go down on cards to flood the board, you can still play things of value, as unlike games such as magic, having you key unit die to a board wipe isn’t game over, its just a few turn until you can play it again, which is also what happens when you don’t play your unit. The idea that it would also be a total blow out is also interesting, although I can build the board first, with my tech disadvantage, its unlikely to bigger then yours, or even better then where I will be if I just wipe your board with Suprise! attacks. I think its this reluctance that allows me back into the game by building both my tech 2 and 3 on subsequent turns (thats 9 gold I didn’t put on the board, and the fact I got away with that with all my tech building alive is what won me the game, along with the fact you didnt match me on tech 3 - Gunships are as good against 3 1/1’s each turn that can pick of my key units/heros/buildings along with a massive 8/9)
I will also say that rampaging Elephants seem risky against red because of kidnapping, if you want to go with feral, I would recommend the stalking tigers + barkcoat bears. Not only do they not get stopped as easily by small cheap blockers (something red is full of) but they are much harder to kidnap.
One thing to always remember in this game is that you have very few tech slots. If your teching 2 of every card, then you only have 4/5 options (normally 1-2 are tech 1, 1-2 and tech 2, 1 tech 3, and 1 answers) so the later techs do need to hold there ground/push forward. Dinosize is good, but without overwhelm it can really struggle to get 4 golds worth of value (esp against the cheap red units). Moments Peace is good, as it gives you a chance to get units on the board to attack with, but you spend to gold to level up midori, so I didn’t have to put resources into defending (which is red’s weakness, esp when like me you’ve only tech 2 non tech 3 units…), I could just ready my own attack.
Not to say you didn’t play well, you’re definitely better then me in my first few months on this forums (that was a very long string of defeats…), you just need to work on how to really capitalise on your card’s value and the ability to close out the game.
I honestly think I need more experience, and I’m trying to experiment with different strategies.
Not that it matters since the game is over now, but I forgot to change my base health after T2 pillage. And correct me if I’m wrong, but don’t you still have to tech 2 on T6?
ahh yes, I should have teched there, not sure why I didn’t, must have just forgotten. Your turn to go first, I’m happy to stay Red v Green unless you would like to try another matchup.
STARTING HAND
Forest’s Favor
Playful Panda
Rampant Growth
Ironbark Treant
Rich Earth
WORKERS
Verdant Tree
Rich Earth
NextHand
Merfolk Prospector
Forest’s Favor
Rampant Growth
Gemscout Owl
Young Treant
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Ironbark Treant - ($0)
Exhaust Spore Shambler to transfer a +1 rune to Ironbark Treant
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Ironbark Treant 2/3 + 3A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Spore Shambler 1/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
No Centaurs or Tiny Basilisks because of Kidnapping. Thing is, is Circle of Life ever worth using on Tech 0 -> Tech 1 since even Centaur only costs 3? Wonder how he will deal with BROgre’s drawback.
STARTING HAND
Rampant Growth
Gemscout Owl
Forest’s Favor
Merfolk Prospector
Young Treant
Playful Panda (YT draw)
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
NextHand
Huntress
Circle of Life
Tiger Cub
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Young Treant, I draw - ($3)
Playful Panda - ($1)
Gemscout Owl - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite: Young Treant 1/2
Scavenger: Wisp 0/1
Technician: Spore Shambler 1/2
Lookout: Gemscout Owl 0/1 Resist 1+1
In Play:
Playful Panda 2/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
RIP Ironbark. And I’m going down on cards again. I wonder if he’s going to actually use Fire this game, given that he didn’t even touch Fire last two games. I probably want an Oversized Rhinoceros next turn so I can just stall. Or, if he uses a Lobber or GPT, I want Fairie Dragon so I can kill it with a feather rune. Circle of Life just has so many possibilities at Tech II! That’s assuming I actually DRAW Circle of Life and that Gemscout Owl doesn’t die, which it shouldn’t unless he pays Resist 2 to cast Bloodlust. I honestly don’t know.
Now I feel really stupid for patrolling the Owl. Going down on cards was really questionable, but otherwise he would have even killed a non-patrolling Owl. Plain forgot anti-air works on offense too. Expecting War Drums to come out and kill me on T5.
This is really embarrassing… Moment’s Peace is just delaying the inevitable. There’s really no way to recover from that kind of massive board wipe. He can just build Tech III on his T5.
Tech 0 card(s)
Get Paid + float - ($10)
Midband Zane - ($5)
Zane kills Midori, we both draw, Zane to max
Taxman - ($3)
worker - ($2)
Drak hits your base for 3
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman #1 (3/3)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Drak (3/3, lvl 6)
Makeshift Rambaster (1/2, Haste)
Zane (4/4, Haste)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 2
Gold:
Gold: 2
Workers: 10
Thoughts
Hopefully double wardrums suprise attack next turn, for the lots of leathal
For the first game I actually felt good because I kept you off of maxband Drakk. This game was just an utter fiasco.
Is Spore Shambler even a good opener? Even with Ironbark in the second hand as long as BROgre’s in first hand after T2 trade it’s like -2 gold since the rune is probably worth a gold. Maybe Prospector + Hero is the way to go.
In my experience Ironbark can be very good, but can also be practically useless. Early games (T1/2) he can stall for you, so that merfolk etc can get setup, but quickly he gets killed for free (1 damage in SL is not enough). I’ve used Sporeshambler to give him that vital 2 attack in the past, not sure its the right play, as shown here, the red player can easily shut it down with BRO and drak, and I want Drak to get levels (Frenzy on all your units is so good. Those T4 trades dont work without it, and Im in a lot worse a spot).
I will say I think the gemscout was a mistake. As green you dont have the time to try and gain that eco advantage, you really need to get units on the board that dont trade for free. For this Tiny Basilisks will put pressure on my heros/make me not block with cheap tech 0’s. Huntress allow a quick Tech 2 while still be a god defensive body with relevant counterattack abilities. Centaurs for really forcing me to block/when you have that extra gold.