STARTING HAND
Rich Earth
Merfolk Prospector
Spore Shambler
Forest’s Favor
Playful Panda
WORKERS
Rich Earth
NextHand
Verdant Tree
Rampant Growth
Tiger Cub
Ironbark Treant
Discard
Playful Panda
Forest’s Favor
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Spore Shambler - ($1)
Play Merfolk Prospector - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Spore Shambler
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Merfolk Prospector
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 2
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Spore Shambler seems good on this map. It can gain runes every turn, and give them out for 1 gold without needing to untap.
Orpal is an unusual hero to start with. I guess it makes sense here, though — Orpal is scary with counters on him. I’ll probably tech at least one Tiny Basilisk to snipe anything that he tries to grow on his backline.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
lvl Orpal to 4 - ($0)
Use Javelin Rune to give Javelineer long Range - ($0)
Javelineer breaks Spore Shamblers Armor - ($0)
Sac Javelineer to Orpal, put -1/-1 on Merfolk killing it, you draw 1 - ($0)
Orpal swings at Spore Shambler, takes 2 and removes both +1/+1 Runes - ($0)
Pestering Haunt - ($0)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Argagarg - ($3)
Play Rampant Growth on Spore Shambler - ($1)
Spore Shambler kills Orpal, Argagarg midbands - ($1)
Build Tech 1 - ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L3 Argagarg (1/4)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Spore Shambler (0/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
I totally get why he had to kill the shambler here. Unfortunately for him, I had Rampant Growth this turn, so I get to kill Orpal and get some levels. I decided to play Arg here over Calamandra so that I could tech and play Giant Panda without losing board position.
I think the scariest thing I can expect from him on this map this early is Gargoyle, which is scary enough that I need a plan. Arg’s Elemental could help, and Polymorph Squirrel seems like a decent answer. I still went with the Basilisk this turn to try and make some good trades.
yea, i wasn’t as thrilled with the random map, but I think spore shambler will make great use of it… except he dies here I admit I was worried about rampant growth but tried to play the odds. If you had instead kill Haunt, I would have had a scary Orpal, but there was no way for Shambler to survive if you killed Orpal, so both our plans were broken.
Also really wish I had Present on this map.
P1T3
Tech StartingHand Workers
TECH
Gargoyle
Bone Collector
STARTING HAND
Skeletal Archery
Skeleton javelineer
Summon Skeletons
Deteriorate
Graveyard
WORKERS
Thieving Imp
Jandra, the Negator
Graveyard
NextHand
Bone Collector
Sacrifice the Weak
Poisonblade Rogue
Sickness
Discard
Deteriorate
Summon Skeletons
Skeleton javelineer
Gargoyle
Bone Collector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth - ($3)
Skeleton - ($2)
Skeletal Archery - ($0)
Pestering Haunt kills Spore Shambler for great justice - ($0)
Deteriorate Wisp, you gain 1g - ($0)
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Play Tiny Basilisk - ($5)
Play Tiger Cub - ($3)
Build a Tower - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L3 Argagarg (1/4 + A)
[I]Elite[/I]:
[I]Scavenger[/I]: Tiny Basilisk (1/2)
[I]Technician[/I]: Tiger Cub (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I need a Tower to stop any skeleton shenanigans before they start. I considered maxbanding Arg, but I might be able to get free levels if Tiny Basilisk sneaks through, so I decided to hold off and play the Tiger instead. Next turn I almost certainly build Tech II and play my panda.
I teched Polymorph Squirrel because I’m still concerned about Gargoyles. I’m not sure where I want to go for Tech II yet. Growth is always strong, and Blooming Ancient could be even slightly better than normal. But Feral also sounds appealing, mostly because the invisible tigers can grow to 5/5s and break buildings by themselves. I teched Murkwood Allies to keep my options open.
STARTING HAND
Ironbark Treant
Young Treant
Giant Panda
Playful Panda
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
NextHand
Polymorph Squirrel
Playful Panda
Polymorph Squirrel
Rampant Growth
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tiny Basilisk trades with Bone Collector - ($7)
Argagarg kills the skeleton - ($7)
Play Giant Panda - ($4)
Build Tech 2: Feral - ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tiger Cub (2/2 + A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Giant Panda (2/4)
L3 Argagarg (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Disease seems good against both of the specs I was considering. Gorgons are good at trading with Feral’s big units, while Abomination and Plague Lab are good against swarms of tokens. I’m certain he’s not playing Gargoyles now, but Polymorph Squirrel seems good against Gorgons and great against Abomination, so I’ll tech another one. I decided to go for Feral because it seems less likely to get blown out than Growth. I’ll probably want to avoid the really big units like Elephant for fear of Doom Grasp.
Unfortunately, I drew both Polymorphs in my next hand, with no good units to back them up. We’ll see what happens.
STARTING HAND
Polymorph Squirrel
Playful Panda
Polymorph Squirrel
Rampant Growth
Murkwood Allies (Technician Draw)
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
Playful Panda
NextHand
Forest’s Favor
Young Treant
Spore Shambler
Stalking Tiger
Tiny Basilisk
Discard
Tiger Cub
Murkwood Allies
Rampant Growth
Polymorph Squirrel
Polymorph Squirrel
Moss Ancient
Moss Ancient
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Calamandra - ($6)
Discard 4, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Giant Panda (2/4 + A)
[I]Elite[/I]:
[I]Scavenger[/I]: L1 Calamandra (2/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 7
[B]Gold:[/B]
Gold: 6
Workers: 10
Thoughts
Well, this is disappointing. There’s not much I can do this turn. I could play Murkwood Allies, but I have a strong suspicion that he would just blow me out with Abomination or the like, or even more Sickness. I could pay 5 to get a 4/4, but that’s so inefficient that I’d rather just float a bunch of gold and give myself a bunch of options for next turn.
Nevermind about the Pestering Haunt. I thought you still had it listed as a 1/2 in your summary.
Reminder: my units have Resist 1. P2T6
Tech StartingHand Workers
TECH
Feral Strike
Feral Strike
STARTING HAND
Forest’s Favor
Young Treant
Spore Shambler
Stalking Tiger
Tiny Basilisk
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
Playful Panda
NextHand
Rampant Growth
Feral Strike
Polymorph Squirrel
Moss Ancient
Tiger Cub
Tech 2 card(s)
Get Paid + float - ($16)
Maxband Calamandra - ($12)
Calamandra kills Bone Collector - ($12)
Play Stalking Tiger - ($9)
Play Argagarg - ($7)
Play Tiny Basilisk - ($5)
Build Tech 3 - ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stalking Tiger (4/4 + A)
[I]Elite[/I]: L1 Argagarg (2/3)
[I]Scavenger[/I]: Tiny Basilisk (1/2)
[I]Technician[/I]: Giant Panda (0/2) (2 runes)
[I]Lookout[/I]: Wisp (0/1)
[B]In Play:[/B]
L5 Calamandra (4/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tech III HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
This is pretty good. I was right about the Plague Lab, so I’m glad I didn’t play Murkwood Allies last turn. I drew Moss Ancient and Feral Strike, so in order to stop me he has to clear my patrol zone and kill Calamandra and my tech 3. Which is possible, I guess, if he has Death and Decay. I doubt he teched that though, because with Calamandra already on the board and no Tower I could have just sniped Orpal this turn if I wanted.
Tech 0 card(s)
Orpal gets a +1 instead of readying - ($0)
Get Paid - ($10)
Sickness on Arg and Calamandra - ($8)
Plague Lab taps, Panda, Arg and Calamandra get an extra -1, Pestering, Garth, and Orpal get an extra +1, Calamandra dies, Garth to lvl 3 - ($6)
Pestering Haunt kills Arg, takes 1 damage from tower, Garth to lvl 5 and heals - ($6)
Sac Skeleton to Orpal, putting a -1 on Stalking Tiger who is not invisible without Calamandra - ($6)
Abomination - ($0)
All units get -1, Wisp Dies, Panda Dies triggering Orpal Maxband which hits Basilisk and Stalking Tiger, Basilisk Dies and Tiger at 1/1, you draw 1 and get 1g - ($0)
Garth kills Stalking Tiger, takes 2 - ($0)
STARTING HAND
Rampant Growth
Feral Strike
Polymorph Squirrel
Moss Ancient
Tiger Cub
Moss Ancient
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
Playful Panda
Feral Strike
NextHand
Murkwood Allies
Forest’s Favor
Polymorph Squirrel
Young Treant
Spore Shambler
Discard
Tiny Basilisk
Giant Panda
Stalking Tiger
Moss Ancient
Tiger Cub
Polymorph Squirrel
Rampant Growth
Tech 0 card(s)
Get Paid + Scavenger - ($11)
Worker - ($10)
Play Moss Ancient - ($3)
Play Midori - ($1)
Discard 4, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Moss Ancient (7/8 + A)
[I]Elite[/I]: L1 Midori (3/3)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tech III HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 7
[B]Gold:[/B]
Gold: 1
Workers: 11
Thoughts
Well this is bad. I drew the other Moss Ancient off of Technician, which I didn’t want. Moss Ancient is neutered by the Abomination, and he has a big board still. I can kill the Abomination next turn with Polymorph Squirrel, but I don’t know if that will be enough.
Bone Collector
Sickness
Bone Collector
Gorgon
Sacrifice the Weak
Plague Lord
Tech 0 card(s)
Get Paid - ($10)
Gorgon - ($7)
Sacrifice the Weak on Gorgon and Moss Ancient - ($5)
Tech 3 - ($0)
Abomination kills Midori, Garth to maxband, heals, fetch the Gorgon from discard - ($0)
Orpal breaks Tower, Base to 18 - ($0)
Garth Breaks Tech 2, Base to 16 - ($0)
Pestering haunt hits your Base for 1 to 15 - ($0)
STARTING HAND
Murkwood Allies
Forest’s Favor
Polymorph Squirrel
Young Treant
Spore Shambler
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
Playful Panda
Feral Strike
NextHand
Feral Strike
Young Treant
Polymorph Squirrel
Spore Shambler
Moss Ancient
Tech 0 card(s)
Get Paid + float - ($12)
Play Argagarg - ($10)
Play Polymorph Squirrel to kill the Abomination - ($7)
Play Calamandra - ($5)
Play Murkwood Allies - ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Frog (1/1 + A)
[I]Elite[/I]: Frog (2/1)
[I]Scavenger[/I]: Frog (1/1)
[I]Technician[/I]: L1 Argagarg (1/3)
[I]Lookout[/I]: Frog (1/1)
[B]In Play:[/B]
L1 Calamandra (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 11
Thoughts
This looks like the end… Maybe Moss Ancient can do something next turn.
Tech 0 card(s)
Get Paid - ($10)
Create Skeleton - ($9)
Sac Skeleton to Orpal to Put Rune on SQL frog, trigger maxband Orpal to kill Elite and Scav frogs, you get 1g - ($9)
Tap Plague Lab for +1 Runes on Orpal, Pestering Haunt, and Garth - ($7)
Pestering Haunt Kills Lookout Frog - ($7)
Vandy - ($5)
Skeleton Javelineer - ($4)
Gorgon kills Arg, Vandy to Lvl 3, you draw 1 - ($4)
Garth hits your base for 6 to 9 - ($4)
Orpal breaks your tech 3, base to 7 - ($4)
Tower - ($1)
Worker - ($0)
Tech 0 card(s)
Get Paid - ($11)
Tap Plague Lab, Boosting Garth, Haunt and Orpal - ($9)
Garth Makes a skeleton, Orpal Sacs it to put a Rune on Young Treant - ($8)
Abomination - ($2)
Young Treant dies, all Frogs die, you draw 1 and get 1g, Orpal Maxband off Treant puts rune on Beast now 2/2+A - ($2)
Gorgon trades with Beast - ($2)
Orpal and Garth destroy Base, GG! - ($2)