Casual: Emajor (Mono Green) vs Shadow_Night_Black (Mono Red)

P2T7


StartingHand Workers

STARTING HAND
Mad Man (1/1, Haste)
Pirate-Gang Commander
Bloodrage Ogre (3+1/2)
Crashbarrow
Gunpoint Taxman (3/3 + A)


WORKERS
Makeshift Rambaster
Careless Musketeer
Nautical Dog
Pillage
Scorch
Mad Man (1/1, Haste)


NextHand

Pirate Gunship
Bloodburn
Pirate Gunship
Crashbarrow
Gunpoint Taxman (3/3)


Discard

Crashbarrow
Gunpoint Taxman (3/3 + A)
Bloodrage Ogre (3+1/2)


Tech 0 card(s)
Get Paid - ($10)
Pirate Gang Commander - ($4)
Tech Lab (Anarchy) - ($3)
Drak - ($1)
Jaina kills Midori, Drak to lvl 3
worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Pirate #1 (2/2)
  • :psfist: Elite: Pirate #2 (2/2)
  • :ps_: Scavenger: Pirate #3 (2/2)
  • :pschip: Technician: Pirate #4 (2/2)
  • :target: Lookout: Pirate #5 (2/2)

In Play:

  • Pirate-Gang Commander #1 (6/6, My units dying deal 1 to your base)
  • Jaina (4/1, lvl 7)
  • Pirate-Gang Commander #2 (6/6, My units dying deal 1 to your base)
  • Pirate #6 (2/2)
  • Drak (1/3, lvl 3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Tech lab Growth? Interesting, but can It stand up to Pirate Gunships? :stuck_out_tongue:

P1T8


StartingHand Workers

STARTING HAND
Merfolk Prospector
Huntress
Tyrannosaurus Rex
Ferocity
Fairie Dragon
Moment’s Peace (techn draw)


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Ironbark Treant
Tiger Cub
Forest’s Favor
Ferocity


NextHand

Moment’s Peace
Tyrannosaurus Rex
Wandering Mimic
Rampant Growth
Huntress


Discard

Fairie Dragon
Huntress
Moment’s Peace


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Tyrannosaurus Rex, destroys both Pirate Gang Commanders, my base to 15 - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wandering Mimic 4/4 + A
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant 0/2
  • :pschip: Technician: Merfolk Prospector 1/1
  • :target: Lookout: Tyrannosaurus Rex 10/10

In Play:
*

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Seriously, that Tech Lab, was his third tech really Gunships? Getting ready for a swarm of 3/2 Pirates.

It’s a sad day when you can’t afford both of the gunships in your hand… :cry:
P2T8


StartingHand Workers

STARTING HAND
Crashbarrow
Pirate Gunship
Bloodburn
Gunpoint Taxman (3/3)
Pirate Gunship


WORKERS
Makeshift Rambaster
Careless Musketeer
Nautical Dog
Pillage
Scorch
Mad Man (1/1, Haste)


NextHand

Bloodrage Ogre (3+1/2)
Bombaster
Charge
Gunpoint Taxman (3/3)
Gunpoint Taxman (3/3 + A)


Tech 0 card(s)
Get Paid - ($11)
Pirate Gunship - ($5)
Crashbarrow - ($2)
Midband Drak - ($1)
Crashbarrow kills Mimic and Overuns into Treant
Pirate Gunship hits your base for 8, your base to 7, Obilierate kills Merfolk and the T-Rex
6 Pirate hit your base for 18 damage, your base to -11
Drak and Jaina hit your base for 6, your base to -17
GG!

Float ($1)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Jaina (4/1, lvl 7)
  • Drak (2/3, lvl 3)
  • Pirate Gunship (7/6, Flying, Haste, Long Range, Resist 2)
  • Pirate #1 (2/2)
  • Pirate #2 (2/2)
  • Pirate #3 (2/2)
  • Pirate #4 (2/2)
  • Pirate #5 (2/2)
  • Pirate #6 (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

Tech lab Growth? Interesting, but can It stand up to Pirate Gunships? :stuck_out_tongue:

1 Like

GGWP!

That was a really fun and crazy game! It was really odd how you didn’t play any of your 2nd and 3rd techs. And then the ending…

I just noticed on T5 you could’ve summoned Jaina first and then traded heroes for 2 free levels, and maybe on T6 I should’ve put the Dragon in LO, but I didn’t because I thought you might’ve teched Ember Sparks.

1 Like

OK, after reading the thoughts:

I DID have Rampant Growth on T3! How did I miss that hero kill? That was what led to my gold being stolen all the time.

For some reason I’m always nervous about teching up against Red. This time I actually tried to pretech a Tech II unit, but I still teched the T-Rexes a turn late, though it didn’t matter since I topdecked one. Maybe it’s because I saw too many forum games where the critical mistake was incorrectly building a Tech II or III building.

1 Like

umm, My Second techs were the Crashbarrows (who kept being drawn when you cast moments peace), but did get debuted on the last turn. and my third techs were the Pirate-Gang Commanders, who definitely got played… I onyl tech 8 cards as P2, and since I teched 2 copies of each this game, that 2 Tax men, 2 Crashbarrows, 2 PGC and 2 Gunships… which is totally not completly stacking my deck for the late game I swear…

true, wasn’t thinking about that, was just using her as a threat that turn, wasn’t really thinking.

Its hard to play around everything :slight_smile: , but I will say that at at this point you know I have 6 teched cards in my deck, 2 are Taxmen, and I just built a tech 2 Blood. Its reasonable to assume that I have teched 2-4 tech 2 blood units therefore, so with the remaining 0-2 tech slots left what other cards further my strats the most? Answer wise for green, I’m more likely to be teching Kidnapping or Shoody Gliders as answers rather than ember sparks (the only situation where it would do better then kidnapping is if you say played a murkwood allies without a midband Calamandra, which seems remote when I’m teching cards)

An important thing to think about when thinking about answers, is what would have made sense at the time when they were teching? Obs this can backfire (see many of my other games, I generally play into niche answers, rather then around them, so I often get punished for this) As always though, find a playstyle that works for you. Mine works for me, but I formed mine, by seeing other people play and stealing the tactics/ideas that worked and suited me, and discarded the one that didnt’t suit me (even if they work, I still struggle to get the mileage out of Black that other people on this forum do, I dont seem to find a playstyle that works for both me and black…

3 Likes

Your donations were very much appreciated :slight_smile: Its a question to me if I should have killed the Prospector or used the madman as a defenseive line to all but guarantee Drak living, not sure mine was the right play, but it worked out since you missed the kill, I just thought I was lucky to dodge both Rampant Growth + Forest’s Favour…

I can say when I played Green in the Red v Green MMM (in the end it was ~12 practise games, never properly completed the set) I found that I needed to tech up quickly to survive the onslaught. But that my playstyle against the Red players style. Against me playing as red that style may not work, its hard to say what is a good strat against a colour, and what is good against the player…

2 Likes

Oops, I meant before the last turn. Before I saw the hidden info I thought you first preteched the Gunships on the 3rd tech.

I really need practice with the late game. Usually I notice I’m at a big board disadvantage and just try to stall at Tech II. In fact I sometimes considered resigning even when I’m not totally losing, like at T5 ~ T6, but that seems really disrespectful, and I wouldn’t get any late game practice.

Jaina is a pretty interesting hero. Her maxband is basically itself a win condition, but I’m not sure when Red should ever open with Jaina save for discouraging token spam because as Red it’s really hard to protect her unless you can keep on clearing Green’s board. Also, is she the only one with sparkshot in Red?

Yeah, teching is definitely the most skillful part of the game. But patrolling correctly is also hard and intricate. And so is managing gold floats, though I can’t really practice that against Red.

2 Likes

Oops, missed it was my turn to start, sos

P1T1


StartingHand Workers

STARTING HAND
Bloodburn
Charge
Pillage
Mad Man
Scorch


WORKERS
Bloodburn


NextHand

Bombaster
Nautical Dog
Bloodrage Ogre
Makeshift Rambaster
Careless Musketeer


Discard

Scorch
Pillage
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Drak - ($1)
Madman - ($0)
Madman hits your base for 1

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drak (1/3, lvl 1)
  • :target: Lookout:

In Play:

  • Mad Man

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Rampant Growth
Tiger Cub
Rich Earth
Verdant Tree


WORKERS
Verdant Tree


NextHand

Ironbark Treant
Spore Shambler
Merfolk Prospector
Young Treant
Playful Panda


Discard

Tiger Cub
Forest’s Favor
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker
Argargarg - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Argargarg L1 1/3

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Ok, all of my units are in the second hand, so let’s get ballsy. Can he do 4 damage with just the starter deck? He needs Charge in the second hand and that’s basically it.

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Bombaster
Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog


WORKERS
Bloodburn
Careless Musketeer


NextHand

Gunpoint Taxman
Charge
Scorch
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Madman kills Wisp
Bloodrage Ogre - ($2)
Tech 1 - ($1)
Drak hits Arg for 1
Nautical Dog - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Mad Man (1/1)
  • Drak (1/2, lvl 1)
  • Nautical Dog (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Moment’s Peace
Wandering Mimic


STARTING HAND
Young Treant
Playful Panda
Spore Shambler
Ironbark Treant
Merfolk Prospector
Wandering Mimic (YT draw)


WORKERS
Verdant Tree
Spore Shambler


NextHand

Tiger Cub
Moment’s Peace
Rampant Growth
Forest’s Favor


Discard

Wandering Mimic
Playful Panda


Tech 2 card(s)
Get Paid - ($6)
Scav Bonus - ($7)
Worker
Young Treant, I draw - ($5)
Build Tech I - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2 + 3A
  • :psfist: Elite: Young Treant 1/2
  • :ps_: Scavenger: Argargarg L1 1/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Big risk taking, if my gold gets stolen it’s basically game over. Really annoying to not have a Technician because of cycling issues.