Casual: Hobusu vs FrozenStorm (Core Set)

@FrozenStorm, thanks so much for agreeing to tutor me! I think I got the spreadsheet working for my first turn… I am supposed to not put cards in the Tech area until next turn, right?

P1T1


Starting Hand and Workers

STARTING HAND

Bloodburn
Mad Man
Makeshift Rambaster
Charge
Scorch


WORKERS

Scorch


Next Hand

Careless Musketeer
Nautical Dog
Bombaster
Bloodrage Ogre
Pillage


[details=Discard]
Mad Man
Charge
Bloodburn


[/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Makeshift Rambaster - ($1)
Attack your base for 3 damage

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

Well, I didn’t have many useful options for my first turn. If I’d had Bloodrage Ogre I might have played it instead, but this’ll do for now. That said, since I’ve already hit his base, maybe I should go for a base race? Never tried that before, but then again I’ve mostly been teaching new players the basics at this point… Well, I should at least wait and see what he does first.

I believe that is correct, yes :slight_smile: always happy to offer my thoughts to new players, thanks for starting the thread and gl hf!

Player 2, Turn 1

P1 Red vs P2 Green

[details=Starting Hand]
Playful Panda
Merfolk Prospector
Rampant Growth
Forest’s Favor
Ironbark Treant
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • no techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Argagarg (3)
  • Playful Panda (1)
  • Worker Up (0)

[details=Workers]
Merfolk Prospector
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:

  • Arg (1/3 lvl 1)
  • Playful Panda (2/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Young Treant
Tiger Cub
Spore Shambler
Verdant Tree
Rich Earth
[/details]

[details=End of Turn Discard]
Ironbark Treant
Forest’s Favor
Rampant Growth
[/details]

[details=My Thoughts]
Putting up the wisp wall, intentionally doing the “weird thing” to technician a wisp as I care more about generating card advantage by building a board wall than I do about drawing my first techs turn 3. We’ll see how that turns out, I’m not totally sure
[/details]

1 Like

I won’t be taking my turn for a while (normally I’m asleep by now), but I noticed a couple things. One, you accidentally included a link to the table talk thread for the free-for-all battle, and two, your base should have taken 3 damage from my Makeshift Rambaster.

1 Like

No worries, and ty for the base damage reminder!

I’ve basically got my turn sorted out. I do want to ask, just for future reference: If I killed your Technician Wisp right now, you would have to reshuffle and draw before teching, right? I don’t think I’m going to do that this game, but I want to make sure regardless.

Yes that’s correct, and why it’s usually a bad idea to patrol technician on your first turn. I’m trying something a little strange here XD

2 Likes

Well, who am I to deny letting you try something new and strange? :wink:

P1T2


Tech, Starting Hand, and Workers

TECH

Lobber
Ember Sparks


STARTING HAND

Pillage
Nautical Dog
Bloodrage Ogre
Bombaster
Careless Musketeer


WORKERS

Scorch
Careless Musketeer


Next Hand

Charge
Bombaster
Ember Sparks
Nautical Dog
Lobber


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Build Tech 1 - ($4)
Play Bloodrage Ogre - ($2)
Summon Jaina - ($0)
Makeshift Rambaster kills Technician Wisp
You draw one card
Patrol as shown below

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina Stormborne (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]
Well, this is a weird patrol… Since I can’t patrol Makeshift Rambaster, and I don’t see any way to clear his board, I need something to discourage Playful Panda from attacking, and Squad Leader Bloodrage Ogre fits the bill. The only way he could break it this turn is to use a spell or Argagarg’s midband to give the panda at least +1 ATK.

Speaking of, I decided to bring out Jaina and patrol her in Technician, and the only way I can see to kill her this turn involves using 4 of the 6 gold he has and requires both Rampant Growth and Forest’s Favor in hand – and it’s not really worth it for him, since his only patroller would be the wisp, he’d have to either go down on cards or skip a worker, and if I were to get Lobber in my next hand, I could revenge kill Argagarg with it and Zane.

Thus, since I want to get some mileage out of Makeshift Rambaster this turn (can’t patrol, so I’ll just attack with it as long as there’s a worthwhile target), the decision is between letting him have enough gold to play a 2-gold unit and build a Tower, or making his cycling weird. Seems obvious to me, but I’m wondering why he put it there… Well, either I’ll see soon or nothing will come of it.

For tech choices, Lobber seems obvious, but I went with Ember Sparks so I could be more adaptable Either I can take out one thing by concentrating all 3 damage on it, or I can pick off multiple smaller things (and there might be a point left to ping a building)!
[/spoiler][/details]

Player 2, Turn 2

P1 Red vs P2 Green

[details=Starting Hand]
Young Treant
Tiger Cub
Spore Shambler
Verdant Tree
Rich Earth
Rampant Growth (technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in

[details=All Teched Cards]
Centaur, Tiny Basilisk
[/details]


###Main:

  • Tiger Cub (4)
  • Rich Earth (1)
  • Tech 1 (0)
  • Worker (0)

[details=Workers]
Merfolk Prospector
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Playful Panda (2/2)
  • :exhaust: Technician:
  • :target: Lookout: Wisp (0/1)

####In Play:

  • Arg (1/3 lvl 1)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Forest’s Favor
Ironbark Treant
Centaur
Tiny Basilisk
Rampant Growth
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Okay let’s see how this plays, I think if he’d gone Drakk things would be more problematic but Jaina isn’t super threatening, I can withstand a beating from what’s on the table and come back beefing up the board as I continue to tech and build econ. Rich Earth turn 2 is risky but hey, I’m thinning my deck a LOT and should trade favorably here!
[/details]

P1T3


Tech, Starting Hand, and Workers

TECH
Fire Dart
Lobber


STARTING HAND
Ember Sparks
Bombaster
Nautical Dog
Lobber
Charge


WORKERS

Scorch
Careless Musketeer
Nautical Dog


[details=Next Hand]Pillage
Bloodburn
Charge
Lobber
Mad Man


[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cast Ember Sparks to deal 2 damage to Playful Panda (killing it) and 1 to Tiger Cub (removing its armor) - ($2)
Jaina attacks and kills Tiger Cub, taking 2 damage
Makeshift Rambaster attacks and kills Wisp
Bloodrage Ogre attacks and kills Argagarg, taking 1 damage in return
Jaina gains 2 levels, reaching Lv. 3
Level Jaina to 4, healing all damage - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2)
  • Jaina Stormborne (Lv. 4 - 3/3)
  • Bloodrage Ogre (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

[spoiler]Well, I’m definitely noticing one benefit of play-by-post: I have more time to think my move over. As I ran this through, I found more and more room to optimize how to wipe the board. I almost played a Haste unit and went down on cards just to kill the Wisp when I still had Makeshift Rambaster ready to poke it! Now I’ve got him in an awkward position, and I might soon have a chance to transition from wiping his board to hitting his Base (or Tech Buildings).

I figure that Lobber is good enough here to have both copies, and Fire Dart should be economical enough that I can still do other things with it if needed. I’m still undecided on going with Anarchy or Blood Tech II, but I can decide after his turn. It depends in part on whether I can afford to play Bloodburn next turn…[/spoiler]

1 Like

Player 2, Turn 3

P1 Red vs P2 Green

[details=Starting Hand]
Forest’s Favor
Ironbark Treant
Centaur
Tiny Basilisk
Rampant Growth
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1scavenger)
  • Tech 2 cards in

[details=All Teched Cards]
Barkcoat Bear x2
Centaur, Tiny Basilisk
[/details]


###Main:

  • Centaur (5)
  • Worker (5)
  • Tech 2 - Feral (1)

[details=Workers]
Ironbark Treant, Verdant Tree, Merfolk Prospector
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FERAL

####In Patrol:

  • :psblueshield: Squad Leader: Centaur (3/4+1armor, overpower)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Young Treant
Spore Shambler
Playful Panda
Rampant Growth
Barkcoat Bear
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Nice ember sparks, but I’m teching up, probably grab ferocity next round?
[/details]

Realized that I hadn’t updated Jaina last turn after healing her to Lv. 4. Not that it mattered that turn, since you couldn’t attack her anyway, but I’ve fixed it for consistency.

P1T4


Tech, Starting Hand, and Workers

TECH

Crashbarrow
Crashbarrow


STARTING HAND
Pillage
Bloodburn
Mad Man
Charge
Lobber


WORKERS

Scorch
Careless Musketeer
Nautical Dog
Mad Man


[details=Next Hand]Lobber
Fire Dart
Ember Sparks
Bombaster
Crashbarrow


[/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Tech II – Blood - ($3)
Play Bloodburn - ($0)
Exhaust Jaina to deal 1 damage to Centaur, removing its armor
Bloodrage Ogre and Makeshift Rambaster attack Centaur for 4 damage, and all three die
Bloodburn gains 3 Blood Runes

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina Stormborne (Lv. 4 - 3/3)
  • Bloodburn (3 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]I said that my choice of Tech II path would depend on his turn, specifically whether or not I could play Bloodburn that turn, and it turned out I could kill the Centaur with my existing board presence (Farewell, faithful Makeshift Rambaster). Double Crashbarrow is pretty obvious, so I’m wondering what he’ll do about it. I suppose something like Ferocity could be an issue, but I’ve got Fire spells for that, and even if he got Wandering Mimic through Circle of Life, there’s no longer any haste on the board for it to copy.

Depending on how things go next turn, I might be able to tech Burning Volley, but I’m thinking it would be good to bring out another Hero’s spells. Drakk could Kidnap things like Rampaging Elephant (probably the thing I’m most worried about, simply because it has so much health), while Zane could give me Sharks, which are are nice but somewhat redundant with double Crashbarrow – the main advantages being that it’s a spell, so it can be used even if Tech II gets destroyed, and that there would be 2 sharks with 6 attack between them, so it could be nice to potentially clear 4(!) patrollers at once… But they’d have to be small, so it’s probably not that helpful against Feral. Looks like I’m probably going with Kidnapping and either Burning Volley or another Tech II unit next turn, but we’ll see.[/spoiler][/details]

Player 2, Turn 4

P1 Red vs P2 Green

[details=Starting Hand]
Young Treant
Spore Shambler
Playful Panda
Rampant Growth
Barkcoat Bear
Barkcoat Bear (from Treant)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Rampaging Elephant, Ferocity
Barkcoat Bear x2
Centaur, Tiny Basilisk
[/details]


###Main:

  • Young Treant, draw 1 (7)
  • Barkcoat Bear (3)
  • Argagarg (1)
  • Worker (1)

[details=Workers]
Playful Panda, Ironbark Treant, Verdant Tree, Merfolk Prospector
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FERAL

####In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Barkcoat Bear (5/5 overpower resist 2)
  • :target: Lookout:

####In Play:

  • Argagarg (1/3)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Tiny Basilisk
Tiger Cub
Forest’s Favor
Barkcoat Bear
Ferocity
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Kind of expected Blood, ferocity might be ambitious but I’m hoping I get to attack but we’ll see!
[/details]

Argh, I keep realizing that I forgot to update something on the spreadsheet after I post my turn. Once I see how it appears in this post, I’ll correct the previous post to include it.

P1T5


Tech, Starting Hand, and Workers

TECH

Chaos Mirror
Burning Volley


STARTING HAND
Bombaster
Ember Sparks
Lobber
Fire Dart
Crashbarrow


WORKERS

Scorch
Careless Musketeer
Nautical Dog
Mad Man
Bombaster


[details=Next Hand]Lobber
Makeshift Rambaster
Charge
Bloodrage Ogre


[/details]

Discard

Crashbarrow
Ember Sparks
Fire Dart
Chaos Mirror
Burning Volley


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Crashbarrow - ($4)
Exaust Bloodburn and remove 2 Blood Runes to remove Armor from Young Treant
Play Lobber - ($3)
Lobber attacks and kills Young Treant
Bloodburn gains 1 Blood Rune
Crashbarrow trades with Barkcoat Bear
Bloodburn gains 2 Blood Runes
Overpower kills Wisp
Jaina attacks and kills Argagarg, taking 1 damage
Jaina gains 2 free levels
Level Jaina to max, healing her - ($2)

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina Stormborne (Lv. 7 [MAX] - 4/3)
  • Lobber (2/2)
  • Bloodburn (4 rune)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9

[details=Summary][spoiler]That took some doing, but I’ve wiped the board again. Admittedly, I wish I could be destroying the Tech Buildings instead, but I’m really trying to keep him from having enough board presence to hit me. Next turn I need to destroy whatever his highest level Tech Building is (depends on whether he builds Tech III) so he can’t keep putting big things in front of me.

Got Jaina to Max Level, so I added Burning Volley (not that I’ll be getting it for a while). I also added Chaos Mirror, because I realized that giving a Lobber the attack of a Gigadon (or a Rampaging Elephant, or whatever) is too funny to pass up. More importantly, the Haste that Zane has is the only way I’ll be getting back to 5 cards in hand (in hindsight, I should have used him instead of Lobber, but oh well). Probably going to get Tech II and a Tech Lab next turn, unless I need the gold to break his Tech building(s).[/spoiler][/details]

1 Like

Aggro city!

Player 2, Turn 5

P1 Red vs P2 Green

[details=Starting Hand]
Tiny Basilisk
Tiger Cub
Forest’s Favor
Barkcoat Bear
Ferocity
Spore Shambler (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float+1scavenger)
  • Draw 1 for Technician
  • Tech 2 cards in

[details=All Teched Cards]
Moss Ancient, Ferocity
Rampaging Elephant, Ferocity
Barkcoat Bear x2
Centaur, Tiny Basilisk
[/details]


###Main:

  • Calamandra (8)
  • Barkcoat Bear (4)
  • Ferocity, my units are swift strike through next upkeep (2)
  • Tiny Basilisk (0)
  • Worker (0)

[details=Workers]
Tiger Cub, Playful Panda, Ironbark Treant, Verdant Tree, Merfolk Prospector
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FERAL

####In Patrol:

  • :psblueshield: Squad Leader: Barkcoat Bear (5/5+1armor swift strike)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tiny Basilisk (1/2 swift strike)
  • :target: Lookout:

####In Play:

  • Calamandra (2/3 lvl 1)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Centaur
Rampaging Elephant
Rampant Growth
Young Treant
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Forgot ferocity gives swift strike on defense as well. I’m made in the shade I think, next turn Barkcoat can run train through whatever he blocks with and I can build Tech 3 to finish the job?
[/details]

It’s good that I’m getting to practice using the sheet, because I seem to mess up using it every turn… This time, I forgot to tech any cards, and I don’t know any way to get it to re-randomize the hand and deck now that I’ve clicked the Discard/Draw button. Would it be OK if I just threw them into my discard, or should I use random.org to get a new hand and deck order and manually edit the sheet?

What I usually do in cases like this is reconstruct my hand pre-discard/draw via copy/paste, settle the piles to where they should properly be, then hit discard/draw again. If that’s too much hassle though, this is a casual game, I have no issue with you doing what you gotta do :wink:

I went with your suggestion. It took a few minutes to piece everything together, but I’m fairly confident that this is correct now. Edit: I totally forgot that Tech Lab only costs $1. Now it’s all right!

P1T6


Tech, Starting Hand, and Workers

TECH

Pirate Gunship
Pirate Gunship


STARTING HAND
Crashbarrow
Pillage
Charge
Makeshift Rambaster


WORKERS

Scorch
Careless Musketeer
Nautical Dog
Mad Man
Bombaster
Bloodrage Ogre


[details=Next Hand]Crashbarrow
Chaos Mirror
Fire Dart
Pirate Gunship


[/details]
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Activate Bloodburn to hit Tech II for 1 damage
Jaina exhausts to kill Tiny Basilisk
Bloodburn gains 1 Blood Rune
Play Lobber - ($9)
Summon Drakk - ($7)
Build Tech III - ($2)
Build Tech Lab – Anarchy - ($1)
Patrol as shown below

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Lobber (2/2)
  • :psfist: [I]Elite[/I]: Lobber (2/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk Ramhorn (Lv. 1 - 1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina Stormborne (Lv. 7 [MAX] - 4/3)
  • Bloodburn (3 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]Well, we’ve reached the tipping point. Of course it had to be Barkcoat Bear and Ferocity together… But it wouldn’t have mattered much what unit he used, since my hand was mostly useless that turn.

Now it all depends on what he’s going to deny me: Burning Volley or Pirate Gunship. If he kills Jaina, then all is well, since I have Pirate Gunship in hand. On the other hand, if he destroys Tech III, then things will get much tougher… But I’m not sure it’s impossible even then. Of course, he doesn’t know which of the two I have in hand, so it’ll be interesting to see what he goes for (or if he can find a way to stop both)![/spoiler][/details]

Nice move jumping straight to tech 3! I guess we’ll see how your draw fared XD

Player 2, Turn 6

P1 Red vs P2 Green

[details=Starting Hand]
Centaur
Rampaging Elephant
Rampant Growth
Young Treant
Barkcoat Bear (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Draw 1 for Technician
  • Choose not to tech right now

[details=All Teched Cards]
Moss Ancient, Ferocity
Rampaging Elephant, Ferocity
Barkcoat Bear x2
Centaur, Tiny Basilisk
[/details]


###Main:

  • Rampaging Elephant (4)
  • Rampant Growth on Calamandra (2)
  • Discard two cards to give Cala stealth this turn (2)
  • Calamandra kills Jaina, takes 2 damage after armor to survive, midbands and heals
  • Barkcoat Bear kills SQL Lobber, overpowers to Elite Lobber, takes 2 damage
  • Midori (0)

[details=Workers]
Tiger Cub, Playful Panda, Ironbark Treant, Verdant Tree, Merfolk Prospector
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 4 SPEC FERAL

####In Patrol:

  • :psblueshield: Squad Leader: Rampaging Elephant (6/7+1armor resist 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Midori (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Calamandra (3/4 lvl 3 granting resist 1 to my units)
  • Barkcoat Bear (5/3 from 2 damage resist 3)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Forest’s Favor
Spore Shambler
Moss Ancient
[/details]

[details=End of Turn Discard]
Tiny Basilisk
Rampant Growth
Centaur
Barkcoat Bear
Young Treant
[/details]

[details=My Thoughts]
Not if he builds tech 3 first I guess… I’m going to go for Elephant and hope I can start crushing stuff :slight_smile: If he drew gunship this is gonna be pretty much over
[/details]

I think it’s over now…

P1T7


Starting Hand and Workers

STARTING HAND
Crashbarrow
Fire Dart
Chaos Mirror
Pirate Gunship


WORKERS

Scorch
Careless Musketeer
Nautical Dog
Mad Man
Bombaster
Bloodrage Ogre


[details=Next Hand]Crashbarrow
Burning Volley
Charge
Makeshift Rambaster


[/details]

Discard

Crashbarrow
Fire Dart
Chaos Mirror


Tech 0 card(s)
Get Paid + float - ($11)
Play Pirate Gunship - ($5)
Play Crashbarrow - ($2)
Summon Zane - ($0)
Bloodburn deals 1 damage to Tech II (1 rune)
Pirate Gunship attacks Base for 7 damage
Obliterate kills Rampaging Elephant and Barkcoat Bear
Bloodburn gains 2 Blood Runes
Crashbarrow trades with Midori
Bloodburn gains 1 Blood Rune
Overpower hits Tech II for 3 damage, destroying it and dealing 2 to Base
Zane gains 2 free levels (Lv. 3)
Zane attacks Tech I for 2 damage
Patrol as shown below

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk Ramhorn (Lv. 1 - 1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pirate Gunship (7/6) (Flying, Resist 2)
  • Captain Zane (Lv. 3 - 2/2)
  • Bloodburn (3 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Honestly, winning this came down to luck at the end. It might have still been winnable even if I’d had to wait a turn for Pirate Gunship, but there’s no way to know for certain, since this is what actually happened. I’m sure there were several things I could have done better, but I’m happy I survived long enough to get a chance to be lucky!

Yup that is certainly game, GG WP!