Casual IsotopeX [MonoGreen] vs. Eijolend [MonoRed]

Not teching last turn hurt.

P2T3


Tech StartingHand Workers

TECH
Polymorph: Squirrel
Behind the Ferns


STARTING HAND
Rampant Growth
Ferocity
Spore Shambler
Young Treant
Forest’s Favor
Galina Glimmer


WORKERS
Playful Panda
Verdant Tree
Spore Shambler


NextHand

Rich Earth
Tiny Basilisk
Ironbark Treant
Tiger Cub
Murkwood Allies


Discard

Forest’s Favor
Rampant Growth
Galina Glimmer
Ferocity
Polymorph: Squirrel
Behind the Ferns


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 1 - ($5)
Summon Argagarg + Wisp - ($3)
Cast Forest’s Favor on Arg - ($1)
Exhaust Merfolk Prospector - ($2)
Level Arg to Lv. 3 - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argagarg Lv. 3 (2/5) (has +1/+1 rune)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1) (exhausted)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

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

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

Ah I missed that. Something seems to be wrong with your teching this game…

You teched two cards at the beginning of T1, but there is no phase to tech before your first turn (even if you are P2). (I’m not forum stalking you, but you seem to have made the same mistake in your game against NikoBolas.)
Then, at the beginning of T2 you didn’t tech any cards, but you HAVE TO tech 2 cards if you have fewer than 10 workers.

So I guess it doesn’t make a difference in this game, because in the end you teched the correct amount of cards before the first reshuffle… So should we just continue with the current state of the game or do you want to redo some of the turns to tech something different?

Or do you mean skipping the Tech I building?

1 Like

I meant not building the Tech 1 building. As to teching cards, I might be using the spreadsheet form incorrectly. During Turn 1, I put two cards into the “Tech Cards” area thinking that they would be added at the end of that turn. That might be the problem.

During Turn 3, I drew the first of my tech cards (and, unfortunately couldn’t use them because I hadn’t made the building yet). At this point, after turn 3, there should be 6 tech cards, right?

How it should work, turn by turn:

  1. Don’t tech any cards. While you should start thinking about what to tech once your turn ends, you don’t lock in your first tech choice until the start of a new turn.
  2. Put 2 cards in the tech section of the spreadsheet (I’m assuming you’re using it). When you click either of the buttons that causes you to draw a card, it’ll automatically add them to your discard beforehand (so if you’re supposed to draw before teching, like if your technician dies, do that before putting cards in there).
  3. Put 2 more cards in the tech section. You should now have 4 cards teched, but only the first 2 will be in your hand and/or deck during this turn.
1 Like

While teching is listed as the last phase in your turn, you don’t actually have to make the decision of which cards to put until the beginning of your next turn (so you can wait and see what your opponent is doing). Therefore you should put the cards in the “Tech Cards” area, that should go into your discard pile right at the start of your turn.

After your turn 3 there are 4 tech cards and at beginning of turn 4 you add two additional cards so it is 6 cards.
So the total number is correct for this game and I’ll continue taking my turn I guess?

P1T4


Tech StartingHand Workers

TECH
Ember Sparks
Captured Bugblatter


STARTING HAND
Firebat
Bombaster
Makeshift Rambaster
Firebat
Scorch


WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster


NextHand

Kidnapping
Pillage
Charge
Nautical Dog


Discard

Crashbomber
Makeshift Rambaster
Scorch
Ember Sparks
Captured Bugblatter


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk kills Wisp.
Crashbomber attacks Argagarg dealing 3 damage and dies. Your base takes 1 damage.
Firebat A [Haste from Drakk] - ($4)
Use Firebat A ability to kill Argagarg. - ($3)
Firebat B - ($1)

Float ($1)
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]: Firebat B (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk Lvl.6 (3/4)
  • Firebat A (3/3) [Haste]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

OK, I was doing it wrong then. I know that in the physical game, you tech cards after drawing. I was thinking that the spreadsheet processed the information similarly. But instead I should treat it just like the physical game, doing Discard/Draw THEN putting the cards in the tech section, yes? OK, got it.

That said, holy hell, I’m in trouble in this game.

Yes exactly! Also note that you are not locked into your decision until your next turn starts.

Roger. That’s not going to help me survive these Firebats.

P2T4


StartingHand Workers

STARTING HAND
Murkwood Allies
Tiny Basilisk
Tiger Cub
Rich Earth
Ironbark Treant


WORKERS
Playful Panda
Verdant Tree
Spore Shambler
Rich Earth


NextHand

Galina Glimmer
Polymorph: Squirrel
Murkwood Allies
Tiger Cub


Tech 0 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Calamandra - ($5)
Summon Tiny Basilisk - ($3)
Exhaust Merfolk Prospector - ($4)
Summon Ironbark Treant - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+3A)
  • :psfist: [I]Elite[/I]: Calamandra Moss (2+1/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1) (exhausted)
  • Tiny Basilisk (1/2 death touch)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
    "

P1T5


Tech StartingHand Workers

TECH
Shoddy Glider
Crashbarrow


STARTING HAND
Pillage
Kidnapping
Nautical Dog
Charge


WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
Nautical Dog


NextHand

Crashbarrow
Bloodrage Ogre
Crashbomber
Firebat


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk casts Kidnapping on Ironbark Treant. - ($4)
Ironbark Treant trades with Calamandra. (Ironbark Treant goes to YOUR Discard)
Firebat A trades with Tiny Basilisk.
Drakk deals 3 damage to your base.
Tech II (Blood) - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[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]: Firebat B (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk Lvl.6 (3/4)
    [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: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

I’m close to conceding at this point but let’s see how this pans out. At least Arg gets a lot of meat on to the field.

P2T5


Tech StartingHand Workers

TECH
Dinosize
Centaur


STARTING HAND
Polymorph: Squirrel
Galina Glimmer
Murkwood Allies
Tiger Cub


WORKERS
Playful Panda
Verdant Tree
Spore Shambler
Rich Earth
Tiger Cub


NextHand

Behind the Ferns
Forest’s Favor
Ferocity
Rampant Growth
Centaur


Tech 2 card(s)
Get Paid + float - ($10)
Summon Argagarg + Wisp - ($8)
Tech II (Feral) - ($4)
Level Argagarg to Max, summon Water Elemental - ($0)
Exhaust Merfolk Prospector - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Argagarg (1/3 resist)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1) (exhausted)
    [B]Buildings:[/B]
  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

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

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

Yeah I really like Argagarg as a hero because he allows you to get a board out of nowhere without spending cards.
He is, in my eyes, a cornerstone of the Green strategy, both to maintain a healthy number of cards in hand and lessening the impact of bad draws. While it is a bit expensive to pay 6 gold for a 1/5, a Wisp and what amounts to about a Tech I unit, it also always threatens Stampede.

I assume this should say 1/5.

P1T6


Tech StartingHand Workers

TECH
Shoddy Glider
Burning Volley


STARTING HAND
Bloodrage Ogre
Firebat
Crashbarrow
Crashbomber


WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
Nautical Dog


NextHand

Scorch
Charge
Makeshift Rambaster
Captured Bugblatter


Discard

Firebat
Crashbarrow
Crashbomber
Bloodrage Ogre
Shoddy Glider
Burning Volley


Tech 2 card(s)
Get Paid - ($9)
Jaina - ($7)
Firebat B trades with Water Elemental
Firebat [Haste from Drakk] - ($5)
Crashbarrow - ($2)
Drakk kills Wisp. You gain 1 Gold.
Crashbarrow kills Argagarg. Overpower kills Merfolk Prospector. (Jaina 1->3)
Firebat attacks your base for 4 damage.
Jaina 3->4 - ($1)
Crashbarrow dies from Ephemeral.

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Drakk Lvl.6 (3/4)
  • Firebat (3/3) [Haste]
  • Jaina Lvl. 4 (3/3)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 6
    Gold:
  • Gold: 1
  • Workers: 9

White flag. There’s no way I’m coming back now, with an empty board.

I tend to agree about Arg, though I think he’s particularly helpful in the early game. It seems to work better to bring Arg out in the first turn or two, level him up to establish a presence, then switch to Cal or Midori for a push. Arg himself doesn’t help much. Even just the Wisp as a Scavenger essentially makes Arg a 1 gold cost, which is awfully nice.

GG! Drakk can really get out of hand if he survives for too long.

And opening with Arg is definitely my favorite way to handle the early turns with Green.

If you’re still interested, I rolled a 94 for another game. I cannot guarantee how active I’ll be around the holidays though.

Sure, that’s fine. I plan to to switch to White, it’s time to give them a shot. You’re up first.

1 Like

I think I’ll do one more game with Red! This should be interesting because I haven’t played against the whole white set before… I think one of the games I played was a Multicolor with strength but I don’t think that is indicative of the white play style.

P1T1


StartingHand Workers

STARTING HAND
Pillage
Nautical Dog
Charge
Bloodrage Ogre
Scorch


WORKERS
Scorch


NextHand

Makeshift Rambaster
Bloodburn
Mad Man
Careless Musketeer
Bombaster


Discard

Charge
Pillage
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Drakk - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk Lvl.1 (1/3)
  • :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: 5

Then you’re a step ahead of me, I just looked through the deck for the first time. @Eijolend

"P2T1


StartingHand Workers

STARTING HAND
Snapback
Sensei’s Advice
Morningstar Flagbearer
Fox Primus
Savior Monk


WORKERS
Fox Primus


NextHand

Aged Sensei
Fox Viper
Smoker
Safe Attacking
Grappling Hook


Discard

Sensei’s Advice
Snapback
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Garus Rook - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Garus Rook (2/4)
  • :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
    "

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Makeshift Rambaster
Careless Musketeer
Mad Man
Bombaster
Bloodburn


WORKERS
Scorch
Careless Musketeer


NextHand

Gunpoint Taxman
Mad Man
Bloodrage Ogre
Pillage
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Tech I - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk Lvl.1 (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: 1
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Arda’s Boulder


STARTING HAND
Safe Attacking
Fox Viper
Grappling Hook
Aged Sensei
Smoker


WORKERS
Fox Primus
Fox Viper


NextHand

Morningstar Flagbearer
Arda’s Boulder
Snapback
Smoker


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Safe Attacking - ($3)
Grappling Hook: pulls Bombster to Lookout
Savior Monk kills Bombaster, takes 1 damage
Garus kills Nautical Dog, takes 1 damage, you gain 1 gold from Scavenger

Float ($3)
Discard 2, reshuffle, 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]
  • Savior Monk (2/1) x exhausted
  • Garus Rook (2/3) x exhausted
  • Upgrade: Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 7
    "

Sorry, I had to redo my draw from last turn as I forgot to remove Bombaster from my hand when I played him last turn.

P1T3


Tech StartingHand Workers

TECH
Bloodlust
Firebat


STARTING HAND
Gunpoint Taxman
Mad Man
Bloodrage Ogre
Pillage
Gunpoint Taxman


WORKERS
Scorch
Careless Musketeer
Bloodrage Ogre


NextHand

Makeshift Rambaster
Bloodburn
Gunpoint Taxman
Charge


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Drakk 1->4 - ($3)
Mad Man - ($2)
Mad Man attacks Rook for 1 damage and dies.
Drakk kills Rook taking 2 damage. (Drakk 4->6, heals)
Gunpoint Taxman - ($0)

Float ($0)
Discard 2, draw 3, 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]: Gunpoint Taxman (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk Lvl.6 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7