I rolled a 27. Going to go with White, you can use whatever specs you’d like. @FrozenStorm
I don’t usually get much time on weekends to play, but I will take mono green and I randomed 40, so I will go first (though maybe not till Monday)
All good. I’m in no rush.
Ok GL HF!
Game 1, Player 1, Turn 1
Starting Hand
Playful Panda
Rampant Growth
Verdant Tree
Ironbark Treant
Forest’s Favor
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Ironbark Treant (1)
- Worker (0)
Workers
Verdant Tree
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Ironbark Treant (3/2)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Rich Earth
Merfolk Prospector
Tiger Cub
Young Treant
Spore Shambler
End of Turn Discard
My Thoughts
Rough starting hand, oh well
P2T1
StartingHand Workers
STARTING HAND
Fox Viper
Smoker
Fox Primus
Safe Attacking
Aged Sensei
WORKERS
Fox Primus
NextHand
Snapback
Sensei's Advice
Morningstar Flagbearer
Savior Monk
Grappling Hook
Discard
Safe Attacking
Smoker
Fox Viper
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Aged Sensei - ($3)
Rook - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Aged Sensei (1/1+1)
- Elite:
- Scavenger: Rook (Level 1 2/4)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
Thoughts
Putting Rook in Squad Leader is just asking for a Rampant Growth killing him. Green lacks hard hero removal, so I think grabbing Hero's Hall and leveraging Rook and Grave is the way to go. Similarly, little need for Mind Parry, so I'll likely go Strength to stand up against big smashy green critters.
Game 1, Player 1, Turn 2
Starting Hand
Rich Earth
Merfolk Prospector
Tiger Cub
Young Treant
Spore Shambler
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Tiny Basilisk, Centaur
Main:
- Calamandra (3)
- Merfolk Prospector (2)
- Ironbark kills Sensei, takes 1
- Worker (1)
- Tech 1 (0)
Workers
Rich Earth, Verdant Tree
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Cala (2/3+1a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout: Merfolk Prospector (1/1)
In Play:
- Ironbark Treant (3/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Forest’s Favor
Spore Shambler
Tiny Basilisk
Rampant Growth
Young Treant
End of Turn Discard
My Thoughts
Going to gamble on no hook (or no appetite to). Bit reckless, perhaps… But w/e
P2T2
Tech StartingHand Workers
TECH
Bird's Nest
Sparring Partner
STARTING HAND
Grappling Hook
Morningstar Flagbearer
Savior Monk
Sensei's Advice
Snapback
WORKERS
Fox Primus
Morningstar Flagbearer
NextHand
Smoker
Sparring Partner
Grappling Hook
Safe Attacking
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Grappling Hook Calamandra into Elite
Sensei's Advice, Rook gains +1/1 armor (now 3/5) - ($5)
Rook whomps Cala, gains 2 levels, takes 1 damage after armor
Rook gains 2 levels, goes to midband and heals - ($3)
Tech 1 - ($2)
Heroes Hall - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rook (Level 5 3/5 ignore single patroller)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Bit pricey in terms of cards, but Cala’s gotta die, and now. If I can get the Nest out, and Rook to max, they’ll pay off nicely.
Unfortunately, Sensei’s Advice can only affect units.
Grah, yes. Should have checked the database. Will update.
Np easy to forget, just lmk when it’s updated