Hey @FrozenStorm, GL HF!
P1T1
StartingHand Workers
STARTING HAND
Pillage
Nautical Dog
Bloodrage Ogre
Bombaster
Bloodburn
WORKERS
Bloodburn
NextHand
Careless Musketeer
Scorch
Mad Man
Makeshift Rambaster
Charge
Discard
Bloodrage Ogre
Bombaster
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy, lvl 1 (2/3)
- Nautical Dog (1/1)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
GL HF @AncientSlumber! Another round of fun decks I hope!
Game 1 Player 2, Turn 1
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Spore Shambler
Merfolk Prospector
Ironbark Treant
Rampant Growth
Verdant Tree
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Rook (3)
- Merfolk Prospector (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Rook (2/4+1armor lvl 1)
-
Elite:
-
Scavenger: Merfolk Prospector (1/1)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Forest’s Favor
Playful Panda
Young Treant
Tiger Cub
Rich Earth
End of Turn Discard
My Thoughts
Going to try to bait Vandy to maxband early, that seems to usually work out pretty well
P1T2
Tech StartingHand Workers
TECH
Dark Pact
Shadow Blade
STARTING HAND
Scorch
Mad Man
Charge
Careless Musketeer
Makeshift Rambaster
WORKERS
Bloodburn
Scorch
NextHand
Dark Pact
Makeshift Rambaster
Bloodrage Ogre
Bombaster
Charge
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy to level 3 - ($2)
Vandy and Dog kills Rook, Vandy maxbands and dooms MP
Mad Man - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Mad Man (1/1)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Game 1 Player 2, Turn 2
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Forest’s Favor
Playful Panda
Young Treant
Tiger Cub
Rich Earth
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Young Treant, rs draw 1 (5)
- Playful Panda (3)
- Worker (2)
- Arg (0)
- Prospector finds some gold (1)
Workers
-
-
Patrol as below
- Discard 3 draw 4 rs draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Arg (1/3+1armor lvl 1)
-
Elite:
-
Scavenger: Wisp (0/1)
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Young Treant (0/2)
- Playful Panda (2/2)
- Merfolk Prospector (3/3, doomed)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 0 (prospector will make 1)
Gold:
End of Turn Hand
Bird’s Nest
Ironbark Treant
Rampant Growth
Spore Shambler
Forest’s Favor
End of Turn Discard
My Thoughts
Okay, hoping I can bait Arg into dying (fear Dinosize?), get birds down next turn
P1T3
Tech StartingHand Workers
TECH
Gunpoint Taxman
Tiny Basilisk
STARTING HAND
Bloodrage Ogre
Bombaster
Charge
Makeshift Rambaster
Dark Pact
Pillage
Shadow Blade
WORKERS
Bloodburn
Scorch
Pillage
NextHand
Tiny Basilisk
Shadow Blade
Careless Musketeer
Nautical Dog (1/1)
Gunpoint Taxman
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Dark Pact, my base to 18
Tech 1 - ($4)
Bloodrage Ogre - ($2)
Bombaster - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Bombaster (2/2a)
-
Elite: Mad Man (1/1)
-
Scavenger: Bloodrage Ogre (3/2)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Game 1 Player 2, Turn 3
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Bird’s Nest
Ironbark Treant
Rampant Growth
Spore Shambler
Forest’s Favor
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nimble Fencer, Spirit of the Panda
Bird’s Nest x2
Main:
- Spore Shambler (5)
-
Shambler lends a rune to panda , kills Bombaster (4)
- Arg kills Mad Man, takes 2
- Tech1 (2)
- Worker (1)
Workers
Bird’s Nest, Rich Earth, Verdant Tree
-
-
Patrol as below
- Discard 3 draw 2 rs draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite: Spore Shambler (1+1/2)
-
Scavenger:
-
Technician: Young Treant (0/2)
-
Lookout:
In Play:
- Playful Panda (3/1)
- Wisp (0/1)
- Wisp (0/1)
- Arg (1/1 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0 (prospector will make 1)
Gold:
End of Turn Hand
Tiger Cub
Bird’s Nest
Forest’s Favor
Ironbark Treant
Nimble Fencer
End of Turn Discard
My Thoughts
Nope, didn’t take the bait, but I have good plays to make anyway so it’s fine. Kill Bombaster and MM, i’ll likely get some damage down on Vandy if she comes at Shambler (or I’ll get a trade on Brogre), save going hero’s hall as I’ll probs want a tower.
P1T4
Tech StartingHand Workers
TECH
Dark Pact
Soul Stone
STARTING HAND
Nautical Dog (1/1)
Careless Musketeer
Tiny Basilisk
Shadow Blade
Gunpoint Taxman
WORKERS
Bloodburn
Scorch
Pillage
NextHand
Dark Pact
Charge
Makeshift Rambaster
Nautical Dog (1/1)
Tech 2 card(s)
Get Paid - ($7)
BROgre kills YT, you draw
Shadow Blade Shambler, Discard #1 out of 6 - ($4)
Vandy kills Arg, takes 1
Gunpoint Taxman - ($2)
Tiny Basilisk - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3a)
-
Elite:
-
Scavenger: Tiny Basilisk (1/2)
-
Technician:
-
Lookout:
In Play:
- Vandy, lvl 5 (4/4)
- Bloodrage Ogre (3/2)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Game 1 Player 2, Turn 4
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Tiger Cub (discarded)
Bird’s Nest
Forest’s Favor
Ironbark Treant
Nimble Fencer
Rampant Growth (techn)
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- draw 1 techn, discard #1
- Tech 2 cards in (except turn 1)
All Teched Cards
Two Step, Might of Leaf and Claw
Nimble Fencer, Spirit of the Panda
Bird’s Nest x2
Main:
- Rook (7)
- Bird’s Nest (5)
- Tech 2 Growth (1)
- Worker (0)
Workers
Bird’s Nest, Rich Earth, Verdant Tree
-
-
Patrol as below
- Discard 3 draw 2 rs draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader:
-
Elite: Wisp (0+1/1)
-
Scavenger:
-
Technician: Rook (2/4 lvl 1)
-
Lookout: Wisp (0/1)
In Play:
- Playful Panda (3/1)
- Tweetie Bird (1/1)
- Big Bird (1/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0 (prospector will make 1)
Gold:
End of Turn Hand
Merfolk Prospector
Spirit of the Panda
Nimble Fencer
Tiger Cub
Might of Leaf and Claw
End of Turn Discard
My Thoughts
Interesting that he’s coming at me that hard. I feel good about where I’m at. I’ll tech up now, use my wisps to block up, try to force a disadvantageous tech2 kill, SotP a bird anyway XD
P1T5
Tech StartingHand Workers
TECH
Wandering Mimic
Wandering Mimic
STARTING HAND
Dark Pact
Charge
Makeshift Rambaster
Nautical Dog (1/1)
Shadow Blade
Mad Man (1/1)
WORKERS
Bloodburn
Scorch
Pillage
Nautical Dog (1/1)
NextHand
Dark Pact
Bombaster (2/2a)
Soul Stone
Careless Musketeer
Discard
Dark Pact
Mad Man (1/1)
Shadow Blade
Charge
Wandering Mimic
Wandering Mimic
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Dark Pact, draw 2, base to 16
Heroes’ Hall - ($4)
Vandy kills Rook and sparkshot Lookout wisp, you draw
Tiny B kills Elite, takes 1
Mad Man (1/1), trades with Panda - ($3)
Makeshift Rambaster, deals 3 to your tech 2 - ($1)
BROgre destroys tech 2, your base to 18
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy, lvl 5 (4/2)
- Bloodrage Ogre (3/2)
- Tiny Basilisk (1/1)
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Game 1 Player 2, Turn 5
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Merfolk Prospector
Spirit of the Panda
Nimble Fencer
Tiger Cub
Might of Leaf and Claw
Rampant Growth (techn)
Events of Turn:
Upkeep:
- Get Gold (9)
- draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient x2
Two Step, Might of Leaf and Claw
Nimble Fencer, Spirit of the Panda
Bird’s Nest x2
Main:
- Arg + midband (5)
- Nimble Fencer (3)
-
Rampant Growth Fencer, kill GPT (1)
- Birds kill Vandy, Arg maxbands
- Worker (0)
Workers
Bird’s Nest, Rich Earth, Verdant Tree
-
-
Patrol as below
- Discard 3 draw 4 rs draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader: Water Elemental (3/3+1armor)
-
Elite:
-
Scavenger: Wisp (0/1)
-
Technician: Arg (1/5 lvl 5)
-
Lookout:
In Play:
- Tweetie Bird (1/1)
- Big Bird (1/1)
- Nimble Fencer (2/2)
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0 (prospector will make 1)
Gold:
End of Turn Hand
Two-Step
Forest’s Favor
Young Treant
Spore Shambler
Rampant Growth
End of Turn Discard
My Thoughts
Cool, Rampant Growth, that helps a lot with GPT who is a nuissance. So no MoLaC countdown but that’s fine, Arg can maxband (I’ll save SotP for later). Next turn two-step should buy me a lot of room
P1T6
Tech StartingHand Workers
TECH
Moment’s Peace
Nature Reclaims
STARTING HAND
Soul Stone
Dark Pact
Bombaster (2/2a)
Careless Musketeer
WORKERS
Bloodburn
Scorch
Pillage
Nautical Dog (1/1)
Soul Stone
NextHand
Mad Man (1/1)
Nature Reclaims
Wandering Mimic
Bloodrage Ogre (3/2)
Wandering Mimic
Tech 2 card(s)
Get Paid + float - ($9)
Zane - ($7)
Tiny B trades with Arg, Zane to lvl 3
Tech 2 - Balance - ($3)
Maxbands Zane, move Elemental to Elite - ($0)
BROgre trades with Elemental
Zane kills Wisp, we both get 1g - ($1)
Worker - ($0)
Makeshift Rambaster (1/2) deals 3 to your tech 2
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Zane, lvl 6 (4/4)
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
btw, shouldn’t Fencer be 2/2 after killing GPT?
1 Like
Yep, good catch!
Game 1 Player 2, Turn 6
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Two Step
Forest’s Favor
Young Treant
Spore Shambler
Rampant Growth
Spirit of the Panda (eh)
Events of Turn:
Upkeep:
- Get Gold (10+1scav)
- draw 1 techn
- elect to Tech 2 cards in
All Teched Cards
Nimble Fencer, Star-Crossed Starlet
Blooming Ancient x2
Two Step, Might of Leaf and Claw
Nimble Fencer, Spirit of the Panda
Bird’s Nest x2
Main:
- River (9)
- Two Step the birds (7)
- Spore Shambler, give a rune to Big Bird (3)
- Rook (1)
- Big Bird kills Zane, River midbands
- Tweetie Bird and Fencer break your tech 2, your base to 14
- Worker (0)
Workers
Spirit of the Panda, Merfolk Prospector, Ironbark Treant, Bird’s Nest, Rich Earth, Verdant Tree
-
-
Patrol as below
- Discard 3 draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader: Rook (2/4+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician: River (2/4 lvl 3)
-
Lookout:
In Play:
- Tweetie Bird (3/3, dancing)
- Big Bird (4/4, dancing, +1/1)
- Spore Shambler (1/2)
- Nimble Fencer (2/2)
- Two Step
Economy Info:
Cards:
Gold:
End of Turn Hand
Might of Leaf and Claw
Blooming Ancient
Tiger Cub
Playful Panda
Blooming Ancient
End of Turn Discard
My Thoughts
Two Step you’re my hero XD And Shambler, chef’s kiss, way to give birds the boost
yikes, that should close the deal, GGWP! I think I went a bit too aggressive there
1 Like
GGWP! Indeed, I intentionally baited you to max out Vandy early, which isn’t actually super great. It wastes her maxband buff and prevents her from healing any more. You don’t actually want to maxband on turn 2. Turn 3 maybe? if you can setup a strong Meta partner, sure. But then you have to really set it up. Hero’s Hall right away, just enough units to keep Vandy safe. You maybe had a chance if you had HH on turn 3 and skipped the Bombaster / tech1, then gotten Midori metad on the very next turn (possible). Force me to make a tower on turn 3.
Shall I play us back a turn 1?
1 Like
Ah, makes sense, thanks for the tips
Sure, let’s go!
GL HF @AncientSlumber!
Game 2 Player 1, Turn 1
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Tiger Cub
Young Treant
Playful Panda
Spore Shambler
Ironbark Treant
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Ironbark Treant (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite: Ironbark Treant (1+1/2+2armor)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Rampant Growth
Merfolk Prospector
Rich Earth
Verdant Tree
Forest’s Favor
End of Turn Discard
My Thoughts
Oh this is an awful split to start. No Merfolk this hand, no 2-drop units next hand… I guess I’ll use Ironbark this turn, and maybe arg next turn, maybe prospector + T1… really rough. Might go Rich Earth next turn too, idk lol…
GL HF!
P2T1
StartingHand Workers
STARTING HAND
Makeshift Rambaster
Charge
Bombaster
Nautical Dog
Mad Man
WORKERS
Bombaster
NextHand
Bloodrage Ogre
Pillage
Careless Musketeer
Bloodburn
Scorch
Discard
Mad Man
Charge
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Nautical Dog - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Nautical Dog (2/1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Game 2 Player 1, Turn 2
P2 Growth/Strength/Finesse vs P1 Anarchy/Demonz/Balance
Starting Hand
Rampant Growth
Merfolk Prospector
Rich Earth
Verdant Tree
Forest’s Favor
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Rook (3)
- Rich Earth (0)
- Worker
Workers
-
-
Patrol as below
- Discard 3 rs draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Ironbark Treant (1/2+3armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Rook (2/4 lvl 1)
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Forest’s Favor
Playful Panda
Merfolk Prospector
Rampant Growth
Spore Shambler
End of Turn Discard
My Thoughts
K I think I will go for that Rich Earth… and rook. Can work a potential retalliation kill if I don’t get Birds (not likely)
…
OMG YT and Birds bottom decked… Could not have gone worse. Ouch.
P2T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Dark Pact
STARTING HAND
Bloodrage Ogre
Scorch
Bloodburn
Careless Musketeer
Pillage
WORKERS
Bombaster
Bloodburn
NextHand
Tiny Basilisk
Scorch
Makeshift Rambaster
Careless Musketeer
Mad Man
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Bloodrage Ogre - ($2)
Midband Vandy - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2)
-
Elite: Nautical Dog (2/1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold: