Casual: IsotopeX (Mono-Green) vs NikoBolas (Growth/Necro/Peace)

Good luck, @NikoBolas!

P1T1


StartingHand Workers

STARTING HAND
Young Treant
Ironbark Treant
Rampant Growth
Playful Panda
Verdant Tree
Forest’s Favor


WORKERS
Verdant Tree


NextHand

Tiger Cub
Ironbark Treant
Spore Shambler
Rich Earth
Merfolk Prospector


Tech 0 card(s)
Get Paid - ($4)
Young Treant + draw card - ($2)
Summon Argagarg + Wisp - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Lv 1. (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

You too @IsotopeX

P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Merfolk Prospector
Spore Shambler
Playful Panda
Ironbark Treant


WORKERS
Spore Shambler


NextHand

Rampant Growth
Tiger Cub
Young Treant
Forest’s Favor
Verdant Tree


Discard

Merfolk Prospector
Playful Panda
Ironbark Treant


Tech 0 card(s)
Get Paid - ($5)
Upgrade Rich Earth - ($2)
Worker
Summon Arg and a wisp - ($0)

Float ($0)
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]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Arg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

I’ve never played Rich Earth before, so now seems like as good a time as any. He invested gold into a non-attacker so I think we will both be teching up this game and I’ll take a gradual gold advantage (or force him to summon Midori to disenchant it which will be at least parity).

"P1T2


Tech StartingHand Workers

TECH
Tiny Basilisk (Tech 1 Cost 2)
Galina Glimmer (Tech 1 Cost 1)


STARTING HAND
Spore Shambler
Tiger Cub
Rich Earth
Merfolk Prospector
Ironbark Treant


WORKERS
Verdant Tree
Rich Earth


NextHand

Ironbark Treant
Forest’s Favor
Playful Panda
Tiny Basilisk (Tech 1 Cost 2)
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Merfolk Prospector - ($3)
Tech I - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Argagarg Lv 1. (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6
    "

P2T2


Tech StartingHand Workers

TECH
Brave Knight
Spirit of the Panda


STARTING HAND
Tiger Cub
Verdant Tree
Young Treant
Forest’s Favor
Rampant Growth


WORKERS
Spore Shambler
Verdant Tree


NextHand

Brave Knight
Young Treant
Ironbark Treant
Rampant Growth
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($6)
Worker
Build Tech I - ($4)
Hire Tiger Cub - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Arg (1/3)
    [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: 2
  • Workers: 7

[details=Thoughts] Ok, so I’m not sure what he’s up to. So far he is on an econ path with a non-aggressive hero. I guess I should expect Galina Glimmer next turn? His units are quite safe. If he’s going for a stampede turn then the treant is not very good. I can only assume he plans on teching up. So, my options are Growth, Peace, or Necromancy. I’ve tried Growth and Peace, I’m thinking of trying Necromancy just to see how it works. Corpse Catapult seems like a really good win con/tech building destroyer and Wight seems good at sniping opposing heroes that get out of line (like Midori or hell, Arg). I could have rampant growth’d to kill his Young Treant but it seems kinda weak. I go down to a 4 card hand and shuffle in a card that lets him draw? I also thought about leveling Arg to 3 to make him slightly more durable in the face of some sort-of dinosize scenario, but floating the gold keeps the most options open to me.

I’m expecting Centaur or Galina Glimmer from him this turn…[/details]

"P1T3


Tech StartingHand Workers

TECH
Tiny Basilisk (Tech 1 Cost 2)
Dinosize (Growth Magic Cost 4)


STARTING HAND
Forest’s Favor
Rampant Growth
Playful Panda
Ironbark Treant
Tiny Basilisk (Tech 1 Cost 2)


WORKERS
Verdant Tree
Rich Earth
Playful Panda


NextHand

Spore Shambler
Dinosize (Growth Magic Cost 4)
Galina Glimmer (Tech 1 Cost 1)
Tiger Cub
Forest’s Favor


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tiny Basilisk - ($5)
Merfolk goes mining - ($6)
Arg casts Forest’s Favor on himself - ($4)
Tower - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Argagarg Lv 1. (2/4) (has +1/+1 rune)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1) (exhausted)
  • Tiny Basilisk (1/2 Deathtouch)
  • Building: Tower
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

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

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

"P2T3


Tech StartingHand Workers

TECH
Drill Sergeant
Overeager Cadet


STARTING HAND
Rampant Growth
Merfolk Prospector
Brave Knight
Ironbark Treant
Young Treant


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant


NextHand

Spirit of the Panda
Playful Panda
Forest’s Favor
Drill Sergeant
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($9)
Worker - (-)
Build Tech II (Peace) - ($5)
Hire Brave Knight - ($2)
Arg gains 2 levels - ($0)
Arg gives Tiger Cub +1 ATK/+1 Armor
Tiger Cub (3/2+A) attacks and kills Young Treant (0/2+A), the Cub’s armor absorbs the Tower damage.

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • L3 Arg (1/4)
  • Tiger Cub (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II (Peace): 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Well, he is still turtling. The Tiny Basilisk is not what I was expecting, and could be quite strong. I’m not sure if he can easily get through the Brave Knight without the Basilisk. The Tower is also interesting, he seems to be counting on me being aggressive, but in fact I’m eyeing Tech III to win the game for me. Green doesn’t have many answers to Patriot Gryphon!

"P1T4


Tech StartingHand Workers

TECH
Rampaging Elephant (Tech II Feral Cost 6)
Barkcoat Bear (Tech II Feral Cost 4)


STARTING HAND
Spore Shambler
Tiger Cub
Galina Glimmer (Tech 1 Cost 1)
Forest’s Favor
Dinosize (Growth Magic Cost 4)


WORKERS
Verdant Tree
Rich Earth
Playful Panda
Tiger Cub


NextHand

Rampant Growth
Ironbark Treant
Tiny Basilisk (Tech 1 Cost 2)
Circle of Life (Balance Magic Cost 3)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Cast Dinosize on Wisp - ($3)
Wisp attacks Brave Knight, sends it back to your hand
Prospector kills Wisp, you gain a gold
Arg kills Tiger Cub, takes 2 damage
Tiny Basilisk kills Argagarg, suffers 1 damage
My Argagarg gains 2 levels, heals
Galina Glimmer - ($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]: Galina Glimmer (2/2)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1) (exhausted)
  • Tiny Basilisk (1/1 Deathtouch) exhausted
  • Building: Tower
  • Wisp (0/1) exhausted
  • Argagarg Lv 3. (2/5) (has +1/+1 rune) (exhausted)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
    "

"P2T4


Tech StartingHand Workers

TECH
Overeager Cadet
Flagstone Garrison


STARTING HAND
Spirit of the Panda
Playful Panda
Forest’s Favor
Rampant Growth
Drill Sergeant


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor


NextHand

Overeager Cadet
Spirit of the Panda
Tiger Cub
Young Treant
Merfolk Prospector


Tech 2 card(s)
Get Paid + Scav Bonus - ($9)
Worker
Hire Drill Sergeant - ($6)
Hire Brave Knight - ($3)
Summon Garth - ($1)
Garth makes a skeleton - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Garth (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Drill Sergeant+ (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II (Peace) HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Wow, well he surprised me and I’m really regretting investing 2 gold into my own Arg. He does have an army now and especially annoying that Basilisk will get in for another hit on something. On the bright side I have an active Drill Sergeant and Garth will provide some substance to my Patrol Zone. Hopefully this is not as easy for him to bust up? I’m expecting him to build tech II next turn, probably max arg (threatening Stampede on the following turn). I didn’t float any gold which is bad, but next turn I should try and build Tech III or make some plays moving +1/+1 counters around.

"P1T5


Tech StartingHand Workers

TECH
Rampaging Elephant (Tech II Feral Cost 6)
Barkcoat Bear (Tech II Feral Cost 4)


STARTING HAND
Rampant Growth
Tiny Basilisk (Tech 1 Cost 2)
Tiny Basilisk (Tech 1 Cost 2)
Ironbark Treant
Circle of Life (Balance Magic Cost 3)


WORKERS
Verdant Tree
Rich Earth
Playful Panda
Tiger Cub
Ironbark Treant


NextHand

Forest’s Favor
Young Treant (0/2)
Rampaging Elephant (Tech II Feral Cost 6)
Barkcoat Bear (Tech II Feral Cost 4)


Discard

Circle of Life (Balance Magic Cost 3)
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Galina Glimmer gathers gold - ($11)
Merfolk Prospector mines gold - ($12)
Tech II (Feral) - ($8)
Tiny Baslisk - ($6)
Arg levels to Max - ($4)

Float ($4)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/1 Deathtouch) exhausted
  • :psfist: [I]Elite[/I]: Water Elemental (3/3 antiair)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1) exhausted
  • :pschip: [I]Technician[/I]: Tiny Basilisk B (1/2 deathtouch)
  • :target: [I]Lookout[/I]: Argagarg Lv 5 (2/6) (has +1/+1 rune)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1) (exhausted)
  • Galina Glimmer (2/2)
  • Building: Tower
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 3
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9
    "

Whew, this was a doozey of a turn!

P2T5


Tech StartingHand Workers

TECH
Debilitator Alpha
Death Rites


STARTING HAND
Merfolk Prospector
Young Treant
Overeager Cadet
Spirit of the Panda
Tiger Cub
Rampant Growth


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


NextHand

Flagstone Garrison
Spirit of the Panda
Playful Panda
Rampant Growth
Overeager Cadet


Tech 2 card(s)
Get Paid - ($9)
Worker
Hire Young Treant, DS gets a rune (1) - ($7)
Summon Arg and a Wisp - ($5)
Brave Knight (3/3) bravely dies attacking SL Basilisk (1/1+A), Brave Knight returns to my hand.
Hire Overeager Cadet, DS gets a rune (2)
Drill Sergeant+++ (6/6) attacks and kills Arg (2/6), taking 3 damage. Garth gets 2 levels.
Garth gains 1 level, going to mid-band - ($4)
L4 Garth (2/4) attacks and kills Scavenger Wisp (0/1), taking 1 damage from Tower. You get a gold.
Garth gains 3 levels, going to max-band, healing, and resurrecting Debilitator Alpha from the discard. Creep Factor - High. - ($1)
Hire Merfolk Prospector, DS gets a rune (3) - ($0)
Drill Sergeant++++ (7/4) moves 2 runes onto Skeleton, yelling at him though he blinks without understanding.
Skeleton++ (3/3) attacks Elite Water Elemental (4/3), they trade as bones and waves clash.

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Debilitator Alpha (4/5+A)
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1)
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Rich Earth
  • Drill Sergeant++ (5/2), exhausted.
  • L7 Garth (3/4), exhausted
  • L1 Arg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II (Peace) HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Wow, basilisks are annoying to kill! I tried this turn out a few different times (always keeping my initial draw off of Young Treant). I could’ve resurrected a second Drill Sergeant, but I was really lacking creatures to use the runes on effectively. 2 things had to happen - kill Arg and therefore kill SL Basilisk. I had thought I would need to lose either my Drill Sergeant or Garth to kill the second Basilisk but looking through Peace Tech IIs I found the Alpha. It’s not foolproof, he could summon a hero and cast Forest’s Favor or Rampant Growth to kill him, but if so that basilisk is still dead! I left him with a ton of gold, but not much of an army. I’m not afraid of Stampede without Arg and the scariest thing he can do is summon a big green fatty (?). I tech’d in Death Rites because I have such a giant board I can just run my guys into whatever big blocker he has and get a free kill for each one. Next turn I’ll bring in Doom Grasp and the second Drill Sergeant. As usual it looks like I’ll be winning (or losing!) without Tech III…

2 Likes

Ugh. I really don’t see a way to bring this back. Let’s see…

"P1T6


Tech StartingHand Workers

TECH
Gigadon (Tech II Feral Cost 9)
Stampede (Growth Ultimate Magic Cost 6)


STARTING HAND
Rampaging Elephant (Tech II Feral Cost 6)
Forest’s Favor
Young Treant (0/2)
Barkcoat Bear (Tech II Feral Cost 4)


WORKERS
Verdant Tree
Rich Earth
Playful Panda
Tiger Cub
Ironbark Treant
Young Treant (0/2)


NextHand

Rampant Growth
Dinosize (Growth Magic Cost 4)
Centaur (Tech I Cost 3)
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Scavenger - ($13)
Galina Glimmer gathers gold - ($14)
Summon Rampaging Elephant - ($8)
Hire Calamandra - ($6)
Hire Midori - ($4)
Merfolk goes mining - ($5)
Level Calamandra to lv. 3 - ($3)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk B (1/2 deathtouch)
  • :psfist: [I]Elite[/I]: Calamandra Moss Lv. 3 (3/4)
  • :ps_: [I]Scavenger[/I]: Galina Glimmer (2/2)
  • :pschip: [I]Technician[/I]: Midori Lv 1 (2/3)
  • :target: [I]Lookout[/I]: Rampaging Elephant (6/7)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1) (exhausted)
  • Building: Tower
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
    "
1 Like

Yeah, I can’t destroy your base but I think it’s GG. Really different from most of my recent games, but I think P2 has an advantage if both sides just tech up.

P2T6


StartingHand Workers

STARTING HAND
Flagstone Garrison
Playful Panda
Overeager Cadet
Spirit of the Panda
Rampant Growth
Brave Knight
Death Rites
Overeager Cadet
Death Rites


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor
Tiger Cub
Spirit of the Panda


NextHand

Brave Knight
Merfolk Prospector
Drill Sergeant
Rampant Growth
Death Rites


Tech 0 card(s)
Get Paid - ($10)
Worker
Build Flagstone Garrison - ($7)
Hire Overeager Cadet. DS gets a rune (1). Draw a card.
Hire Playful Panda + Wisp. DS gets a rune (2). Draw a card. - ($5)
Garth casts Death Rites - ($1)
Drill Sergeant++++ moves a rune to Overeager Cadet.
Overeager Cadet+ (3/3) attacks and kills SL Basilisk (1/2+A), dying in the process. Death Rites forces Merfolk Prospector to die.
Garth makes a skeleton, then sacs it to draw a card. Death Rites kill Galina Glimmer. You get a gold. - ($0)
Hire Overeager Cadet. DS gets a rune (3). Draw a card.
Drill Sergeant++++ moves two runes to Merfolk Prospector.
Merfolk Prospector++ (3/3) attacks and kills Midori (2/3), dies to Tower. You draw a card. Death Rites kills Elephant. Arg gets 2 levels.
Drill Sergeant++ moves a rune to Debilitator Alpha.
Drill Sergeant+ (4/1) attacks and kills Calamandra Moss (4/4), dies. Arg gets 2 levels, max-bands and makes a Water Elemental.
Arg (1/5) and Garth (3/4) team up to kill Tower, taking 1 damage each.
D. Alpha+ (5/6) destroys Tech II (Feral).

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


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Rich Earth
  • Flagstone Garrison
  • L7 Garth (3/4), exhausted
  • L5 Arg (1/5), exhausted
  • Debilitator Alpha+ (5/6)
  • Playful Panda (2/2) exhausted
  • Wisp (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 0
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Old Turn

P2T6


StartingHand Workers

STARTING HAND
Flagstone Garrison
Playful Panda
Overeager Cadet
Spirit of the Panda
Rampant Growth
Brave Knight
Death Rites
Drill Sergeant


WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
Forest’s Favor
Tiger Cub
Spirit of the Panda


NextHand

Death Rites
Playful Panda
Drill Sergeant
Merfolk Prospector
Overeager Cadet


Tech 0 card(s)
Get Paid - ($10)
Build Flagstone Garrison with a Victory Flag on top - ($7)
Hire Overeager Cadet. DS gets a rune. I draw a card.
Hire Playful Panda. DS gets a rune (2). I draw a card.
Garth gets a band of skeletons, The Death Rites, to play some music. - ($3)
Drill Sergeant orders Overager Cadet to drop and give him… 1 push-up, then gives him a rune.
Overeager Cadet+ (3/3) attacks and trades with SL Basilisk (1/2+A) in a silly duel where he just falls on top of the Basilisk and smothers it. The Death Rites play a jingle about a Fish and Chips and the Merfolk Prospector runs for the Discard.
Drill Sergeant orders Merfolk Prospector to give him 2 sit-ups, gives him 2 runes.
Merfolk Prospector++ (3/3) attacks and kills Midori (2/3), dying to the tower. You draw a card. Arg gets 2 levels. The Death Rites play a pop song that Galina Glimmer can’t stand and she heads to the Discard. You get a gold.
Hire Brave Knight. DS gets a rune (3). I draw a card. - ($0)
Drill Sergeant orders Debilitator Alpha to give him a good salute. Alpha stares back and slowly salutes. Drill Sergeant gives him a rune.
Drill Sergeant+ (4/1) attacks and kills Cally Moss (4/4) in a screaming match. Arg gets 2 more levels, goes to max-band. The Death Rites play a tune about mice and the Elephant rampages off to the Discard.
Arg (1/5) and Garth (3/4) team up to destroy the Tower, the Death Rites play ““Arg’s World”” in the background to no effect. Your base takes 2 damage.
Debilitator Alpha+ (5/6) attacks and destroys Tech II. Your base takes 2 damage. Death Rites pack up their equipment and shamble off towards a grave.
Worker

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3+A)
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Water Elemental (3/3) anti-air
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Rich Earth
  • L7 Garth (3/3), exhausted
  • L5 Arg (1/4), exhausted.
  • Debilitator Alpha+ (5/6), exhausted.
  • Playful Panda (2/2)
  • Wisp (0/1)
  • Flagstone Garrison
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Flagstone Garrison HP: 4

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

  • Hand: 5
  • Deck: 1
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

I’m fairly sure you won’t want to continue, but Good Game! If you’d like to play another we can swap and I’ll start?

1 Like

the math is all wrong

start with 10 garrison (7)->playful p(5) death rites (1) no money for BK

@Legion Ah thanks, I forgot to pay for Panda! I’ll fix it

Doesn’t matter, Legion, it’s Chinatown. I mean it’s over. Dang, Peace gets nasty quickly.

A rematch is fine, but I think it’s time for me to try a non mono-color deck, and I can’t even think about that right now. Maybe something like Feral/Past/Strength? I’ll send another reply later today.

2 Likes

Ok, yeah I was working through the revamp and I failed to make a skeleton and sac it to draw a card with Garth which is cheap and gets everything started even easier the first time.

OK, I’m going to go with [Past]/Blood/Strength. First non-mono-color game for me. WE’RE THROUGH THE LOOKING GLASS, PEOPLE!

Random: 5. So, yeah.

2 Likes

Ok, I rolled a ‘12’ haha. Good luck and have fun!

P1T1


StartingHand Workers

STARTING HAND
Rampant Growth
Merfolk Prospector
Ironbark Treant
Young Treant
Verdant Tree


WORKERS
Verdant Tree


NextHand

Playful Panda
Spore Shambler
Rich Earth
Forest’s Favor
Tiger Cub


Discard

Ironbark Treant
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Oni - ($1)
Hire Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Oni (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

I don’t think I’ve ever seen Death Rites used before. That was awesome.

@IsotopeX You haven’t really gone through the looking glass until you’ve tried this.

P2T2


StartingHand Workers

STARTING HAND


WORKERS
Temporal Research


NextHand

Time Spiral
Forgotten Fighter
Nullcraft
Battle Suits
Plasmodium


Discard

Hardened Mox
Tinkerer
Neo Plexus


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Summon Rook - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook Lv. 1 (2/4)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Fading Argonaut (2/3 Fading 3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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