[Casual] FrozenStorm (Red) vs MuseumRevenant (Green)

Welcome to play by forums @MuseumRevenant , let’s have a good one!

Please don’t hesitate to ask for clarification on anything at all, or ask for a replay on a turn if you’d like one.

GL HF!

Game 1 Player 1, Turn 1

P1 Red vs P2Green

Starting Hand

Bloodburn
Charge
Pillage
Bombaster
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Drakk (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (1/3 lvl 1)
  • Nautical Dog (1/1 frenzy 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Scorch
Bloodrage Ogre
Makeshift Rambaster
Careless Musketeer
Mad Man

End of Turn Discard

Bombaster
Pillage
Charge

My Thoughts

Not going to pull any punches, though fwiw I’m no red expert :wink: this feels like the most aggro start, so let’s go with it


2 Likes

Thanks for the welcome, I’ll be sure to ask questions if I have any.
GL, HF!

Player 2, turn 1

Starting Hand
  • Rich Earth
  • Rampant Growth
  • Spore Shambler
  • Verdant Tree
  • Young Treant

Events of turn
Upkeep:

  • Get gold (5)
  • Tech 2 cards (except turn 1)
All Teched Cards
  • none

Main:

  • Spore Shambler (2)
  • Worker (1)
Workers
  • Rich Earth

Patrol as below
Discard 3, draw 5
Tech 2 cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20

In patrol:

  • :psblueshield: Squad leader: Spore Shambler (2/3+1A, base 0/1 with two +1/+1 runes)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • none

Economy info
Cards:

  • Hand: 5
  • Deck: 0
  • Discard: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

I turned Rich Earth into a worker as I think units will be key to defeating Red.
I was hoping for a Tiger Cub in the starting hand, but a Spore Shambler will have to do.
I didn’t deploy a hero as it could be all to easy for them to be taken out & Drakk to gain 2 free levels.

End of Turn Hand
  • Merfolk Prospector
  • Tiger Cub
  • Playful Panda
  • Ironbark Treant
  • Forest’s Favor
End of Turn Discard
  • Rampant Growth
  • Verdant Tree
  • Young Treant
1 Like

Game 1 Player 1, Turn 2

P1 Red vs P2Green

Starting Hand

Scorch
Bloodrage Ogre
Makeshift Rambaster
Careless Musketeer
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Crash Bomber


Main:

  • Bloodrage Ogre (3)
  • Worker (2)
  • Tech 1 (1)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (1/3 lvl 1)
  • Nautical Dog (1/1 frenzy 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Mad Man
Makeshift Rambaster
Pillage
Crash Bomber
Gunpoint Taxman

End of Turn Discard
My Thoughts

I want to tech up AND get a card down, so I think I’ll wait a turn on killing things and let the Spore Shambler be for now. Grabbing a Taxman and a Bomber, if he floats anything I can max Drakk and steal it with Taxman (which would be very fun). Otherwise maybe I just mass drop units and hero’s hall or something.


Player 2, turn 2

Starting Hand
  • Merfolk Prospector
  • Tiger Cub
  • Playful Panda
  • Ironbark Treant
  • Forest’s Favor

Events of turn
Upkeep:

  • Get gold (6)
  • Tech 2 cards
All Teched Cards
  • Centaur
  • Centaur

Main:

  • Tiger Cub (5)
  • Argagarg (3)
  • Worker (2)
  • Tech 1 (1)
  • Move one +1/+1 rune from Spore Shambler to Wisp (0)
Workers
  • Rich Earth
  • Forest’s Favor

Patrol as below
Discard 3, draw 5
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1: 5

In patrol:

  • :psblueshield: Squad leader: Tiger Cub (2/2+1A)
  • :psfist: Elite: Spore Shambler (2/2, base 0/1 with one +1/+1 rune)
  • :ps_: Scavenger: Wisp (1/2, base 0/1 with one +1/+1 rune)
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • Argagarg (1/3, level 1)

Economy info
Cards:

  • Hand: 5
  • Deck: 3
  • Discard: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

My opponent seems to be amassing a large force – perhaps he intends to boost them all at once? To counter this, I’ll focus on putting units onto the field.
I played Argagarg to increase my unit count without reducing my draw size.
I Teched Centaurs as big units seem like the best shot for countering lots of small units.

End of Turn Hand
  • Centaur
  • Merfolk Prospector
  • Young Treant
  • Ironbark Treant
  • Verdant Tree
End of Turn Discard
  • Merfolk Prospector
  • Ironbark Treant
  • Playful Panda

Game 1 Player 1, Turn 3

P1 Red vs P2Green

Starting Hand

Mad Man
Makeshift Rambaster
Pillage
Crash Bomber
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Desperation, War Drums
Gunpoint Taxman, Crash Bomber


Main:

  • Midband Drakk (4)
  • Dog trades with Tiger Cub
  • Mad Man, trades with Elite (3)
  • Drakk kills scav, you get 1g
  • Brogre kills Arg, Drakk Maxbands
  • Gunpoint Taxman (1)
  • Worker (0)
Workers

Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/4 lvl 6)
  • Bloodrage Ogre (3/1)
  • Gunpoint Taxman (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Charge
Scorch
Bombaster
Makeshift Rambaster

End of Turn Discard
My Thoughts

He should not have brought Arg out. Cala needed to be the combat hero to threaten counterattack or at least trade with my attackers. As this stands, I’m likely to roll right through his next patrol


Player 2, turn 3

Starting Hand
  • Centaur
  • Merfolk Prospector
  • Young Treant
  • Ironbark Treant
  • Verdant Tree

Events of turn
Upkeep:

  • Get gold (7 from Workers, 1 from Scavenger)
  • Tech 2 cards
All Teched Cards
  • Centaur
  • Centaur
  • Moment’s Peace
  • Moment’s Peace

Main:

  • Centaur (5)
  • Ironbark Treant (2)
  • Worker (1)
Workers
  • Rich Earth
  • Forest’s Favor
  • Verdant Tree

Patrol as below
Discard 2, draw 4
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1: 5

In patrol:

  • :psblueshield: Squad leader: Ironbark Treant (1/2+3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Centaur (3/4)
  • :target: Lookout:

In play:

  • none

Economy info
Cards:

  • Hand: 4
  • Deck: 5
  • Discard: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Well, I wasn’t expecting that! My number 1 priority is to keep calm, delay my opponent and hope he makes a mistake.
The threats I’m facing: 12 points of damage. Maybe a Haste unit: up to 5 from Zane (7 gold max-band), 5 from a Makeshift Rambaster (2 gold). Maybe a normal unit, given Haste by Drakk: 4 from a Gunpoint Taxman (2 gold), 4 from a Firebat (2 gold).
My Tech options:

  • Tech 1 unit e.g. 3/3 Huntress.
  • Tech 2 unit e.g. 7/8 Oversized Rhinoceros, 4/5 Artisan Mantis, 5/5 Barkcoat Bear.
  • Spell: e.g. Murkwood Allies (Feral), Moment’s Peace (Balance). These require putting a hero in the field, but I think that gifting my opponent 2 free levels up may be a price worth paying for some protection.
End of Turn Hand
  • Rampant Growth
  • Playful Panda
  • Centaur
  • Moment’s Balance
End of Turn Discard
  • Merfolk Prospector
  • Young Treant

Tech 2 costs 4 gold not 1.

3 Likes

Indeed, that is correct. @MuseumRevenant let me know if you’re taking back one of the units, or skipping tech 2 for right now

1 Like

Thanks for letting me know, I’ve amended my turn 3 post - the units are the same but there is no Tech 2

Looks good!

Game 1 Player 1, Turn 4

P1 Red vs P2Green

Starting Hand

Mad Man
Makeshift Rambaster
Pillage
Crash Bomber
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Firebat, Ember Sparks
Desperation, War Drums
Gunpoint Taxman, Crash Bomber


Main:

  • Bombaster, smacks into Ironbark for 3 (5)
  • Taxman finishes Ironbark, I steal 1g from you (6)
  • BRogre trades with Centaur, you get a card
  • Makeshift Rambaster, deals 4 to your tech 1 (4)
  • Drakk breaks your tech 1, your base to 18
  • Hero’s Hall (2)
  • Worker (1)
Workers

Scorch, Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/4 lvl 6)
  • Bombaster (2/1)
  • Makeshift Rambaster (1/2)
  • Gunpoint Taxman (3/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Crash Bomber
Mad Man
Nautical Dog

End of Turn Discard

Firebat
Ember Sparks
Bloodrage Ogre
Charge

My Thoughts

Breaking his tech 1 makes sense here, think it’s worth skipping my tech 2 in order to accomplish. Pretty good chance that even if I make a worker I still draw either War Drums or Desperation (which is as good as getting war drums), so let’s go for that and see where it takes us. I’m grabbing Ember Sparks and Firebat, as what I’m weakest to at the moment is Frogs and Moment’s Peace

Unlucky, missed both Desperation and War Drums. Probably Crash Bomber + Zane + tech 2 in something (maybe fire? firebird + hotter fire would be solid transition)


Player 2, turn 4

Starting Hand
  • Rampant Growth
  • Playful Panda
  • Centaur
  • Moment’s Peace
  • Moment’s Peace

Events of turn
Upkeep:

  • Get gold (7 +1 float -1 taxed)
  • Tech 2 cards
All Teched Cards
  • Centaur
  • Centaur
  • Moment’s Peace
  • Moment’s Peace
  • Murkwood Allies
  • Huntress

Main:

  • Tech 1 (7)
  • Midori (5)
  • Moment’s Peace (3)
  • Playful Panda (1)
Workers
  • Rich Earth
  • Forest’s Favor
  • Verdant Tree
  • Rampant Growth

Patrol as below
Discard 2, draw 4
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 18
  • :heart: Tech 1: 5

In patrol:

  • :psblueshield: Squad leader:
  • :psfist: Elite: Midori (3/3, level 1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In play:

  • Playful Panda (2/2)
  • Wisp (0/1)

Economy info
Cards:

  • Hand: 4
  • Deck: 0
  • Discard: 5

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I’m entering the danger zone now – Hero’s Hall is no doubt preparing the way for a Zane or Jaina finisher.
As far as Teching goes, I see two options: Murkwood Allies (for the 4 1/1 Patrollers) or some Tech 1 bodies (e.g. Huntress). The first risks giving my opponent (more) free levels, while the second risks not being played (if Tech 1 building is destroyed). I might go for one of each.

End of Turn Hand
  • Tiger Cub
  • Spore Shambler
  • Merfolk Prospector
  • Young Treant
End of Turn Discard
  • Centaur
  • Moment’s Peace

You can still patrol Midori if you’d like, since Moment’s Peace only affects units and heroes aren’t units.

2 Likes

@Hobusu I didn’t realise that, thanks for pointing it out.

In that case, I might edit turn 4 to put Midori as Elite, if that is okay with you @FrozenStorm.

2 Likes

Totally okay @MuseumRevenant. I’m generally of the mind that if the other person has not replied, edits are fine, so long as you let the other person know (in case they had been reading and thinking)

2 Likes

@MuseumRevenant I see playful Panda in your backline, did you play him from hand? Thats totally fine, you just need to pay the two gold for that and thus only be floating one

I’ll play this turn against both the panda and not panda

Game 1 Player 1, Turn 5

P1 Red vs P2Green

Starting Hand

Crash Bomber
Mad Man
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Desperation, Lobber
Firebat, Ember Sparks
Desperation, War Drums
Gunpoint Taxman, Crash Bomber


Main:

  • Zane + lvl 2 (6)
  • Drakk kills Midori, Zane to midband
  • Zane kills Playful Panda (or if no Panda, hits your base to 15)
  • Mad Man (5)
  • Crash Bomber (4)
  • Nautical Dog (3)
Workers

Scorch, Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Mad Man (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/1 lvl 6)
  • Zane (3/1 lvl 4)
  • Bombaster (2/1)
  • Makeshift Rambaster (1/2)
  • Gunpoint Taxman (3/2)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 8

End of Turn Hand

War Drums
Desperation

End of Turn Discard

Firebat
Ember Sparks
Bloodrage Ogre
Charge
Desperation
Lobber

My Thoughts

Tower would have been a better choice than the Panda IMO, would require Zane max to take down safely. But really either way, this is the end of the road. Next turn is War Drums + Desperation for even more units (maybe even another war drums?), and that is going to spell doom.


Yes, I must’ve forgotten to deduct the gold. Thanks for checking - I’ll amend the post.

1 Like

Player 2, turn 5

Starting Hand
  • Tiger Cub
  • Spore Shambler
  • Merfolk Prospector
  • Young Treant

Events of turn
Upkeep:

  • Get gold (9 workers +1 float)
  • Tech 2 cards
All Teched Cards
  • Centaur
  • Centaur
  • Moment’s Peace
  • Moment’s Peace
  • Murkwood Allies
  • Huntress
  • Huntress
  • Murkwood Allies

Main:

  • Worker (9)
  • Young Treant (7)
  • Tiger Cub (5)
  • Centaur (2)
Workers
  • Rich Earth
  • Forest’s Favor
  • Verdant Tree
  • Rampant Growth
  • Merfolk Prospector

Patrol as below
Discard 1, draw 3
Tech two cards before my next turn

Board info
Buildings:

  • :heart: Base HP: 18
  • :heart: Tech 1: 5

In patrol:

  • :psblueshield: Squad leader: Wisp (0/1+1A)
  • :psfist: Elite: Young Treant (1/2)
  • :ps_: Scavenger: Tiger Cub (2/2)
  • :pschip: Technician: Centaur (3/4)
  • :target: Lookout:

In play:

  • none

Economy info
Cards:

  • Hand: 3
  • Deck: 3
  • Discard: 1

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

Things aren’t going great, but there are a few reasons for me to hang on in there:

  • Reversal: my opponent’s heroes are heavily damaged, and I can gain some extra gold and cards from Scavenger and Technician.
  • Learning: how the rules work and how easy (or hard) it is to finish off an opponent after they’ve lost control of the board.
  • Testing capabilities: how effective Green & Red cards are and what combinations exist.
    I’ll tech in the second copies of both cards I teched in last turn.
    My current strategy is to deploy as many units as possible to my Patrol Zone.
End of Turn Hand
  • Moment’s Peace
  • Huntress
  • Huntress
End of Turn Discard
  • Spore Shambler

GG WP!

Game 1 Player 1, Turn 6

P1 Red vs P2Green

Starting Hand

War Drums
Desperation
Firebat
Lobber
Lobber (desperation)
Bloodrage Ogre (zane)

Events of Turn:


Upkeep:

  • Get Gold (8+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber, War Drums
Desperation, Lobber
Firebat, Ember Sparks
Desperation, War Drums
Gunpoint Taxman, Crash Bomber


Main:

  • War Drums (9)
  • Desperation, rs draw 3
  • Firebat, haste from Drakk (6)
  • Lobber (5)
  • Lobber (4)
  • Maxband Zane, shove wisp to lookout killing it (2)
  • Zane kills Centaur, we both draw 1
  • Bloodrage Ogre, giving War Drums +10 attack (0)
  • Firebat kills Tiger Cub, you get a Gold
  • Taxman kills YT, I steal that gold (1)
  • Drakk (3), Crash Bomber (13), Mad Man (12), Nautical Dog (13), Bombaster (13), Rambaster (14), and 2x Lobber (26) deal a collective 94 damage to your base, gg wp!

I’m happy to provide feedback, answer questions, and / or play again with whatever decks you like, good game and well played!

You’re welcome to read “My Thoughts” on any of the turns for some immediate feedback, as I tend to comment on my opponent’s play in those and provide what I think would have been good alternate lines on a turn-by-turn basis.

3 Likes

I’ll pro-actively provide some further commentary, based on now perfect information of what was in your hand and what you teched each turn. I hope that doesn’t seem forward to you, it’s meant purely as a gesture of friendly advice and not to be harsh or overly critical of your decisions. No one can make perfect decisions, and it’s even harder when you’re relatively new to the forums :slight_smile: I continue to make decisions that are really stupid in hindsight, despite all that I have learned over two years of playing.

Turn 1:
Your starting hand sucked. That’s a rough P2T1 draw just hands down. You want to see Merfolk, Tiger Cub, or Playful Panda, so you can (somewhat) safely drop a hero. Spore Shambler w/ no hero was probably your best move here, well done!

Turn 2:
This was the classic P2T2 error: bringing out a vulnerable hero with a vulnerable patrol zone. If you don’t feel confident you know what you’re opponent is teching, or you don’t respect a likely counterattack, you will feed free levels early in the game and quickly lose control. New players lose the game on this turn routinely for this reason, and it’s a tough reality of the game.

Given your hand and my board, I feel like Ironbark + Cala would have been a much stronger play, teching perhaps Ferocity or Behind the Ferns + Huntress or Centaur, or maybe going for Galina + Murkwood with a goal to tower up and/or use Cala topband to get a counter kill on Drakk.

Even just doing what you did but without the rune gift of Shambler (instead opting to keep full Shambler in SQL) means at worst it will trade -1 on gold and even on cards, making the counter-attack I put on much worse for me.

Tower would also be your friend at this point, as it really slows down my ability to keep my weenie army around for a War Drums.

Turn 3:
You’re already in a big hole at this point, but certainly just laying Centaur and teching up makes more sense in this situation. You aren’t going to stabilize the board with just Ironbark and Centaur, so might as well make the investment in a tech 2 and force me to continually respect the threat of something problematic, like Oversized Rhino or Potent Basilisk / Wandering Mimic. Teching Murkwood Allies or Moment’s Peace is definitely the correct call though, given that I will likely break the tech 2 in the short term.

Turn 4:
Probably better to SQL Midori here and build a tower instead of Panda, as it requires Zane Max from me to then counter, which I don’t necessarily want to do, and thus you get the possibility of playing your other Moment’s Peace. But there isn’t much you can do at this point.

Turn 5:
You’re arranging deck chairs on the Titanic by this turn, good choices given the situation (perhaps better to play a hero also to try and minimize what can get through patrol) but the game was effectively over already.

6 Likes