[Casual] Nekoatl [Discipline]/Law/Truth vs. charnel_mouse [Balance/Growth]/Blood

P1T5


Tech StartingHand Workers

TECH
Dothram Horselord
Dothram Horselord


STARTING HAND
Bloodlust
Forest’s Favor
Bloodlust
Potent Basilisk


WORKERS
Playful Panda
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Tiger Cub
Rampant Growth
Galina Glimmer
Verdant Tree


Discard

Young Treant
Crash Bomber
Crash Bomber
Bloodlust
Bloodlust
Potent Basilisk
Forest’s Favor
Dothram Horselord
Dothram Horselord


Tech 2 card(s)
Get Paid - ($8)
Skip Worker!
Drakk Ramhorn - ($6)
Bloodlust on Drakk and Crash Bomber - ($4)
Crash Bomber trades with Tax Collector
Bloodlust on Grave and Savior Monk
Drakk suicides into Grave for 2 damage, your base to 18, levels fizzle
Tech II Balance - ($0)
Grave and Savior Monk die of lust, you draw

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Defenders: 4, 3hero | 2, 1heals
Attack: 2+1 Bomber, 1 Drakk for 2 gold, 1+1 for 2 gold twice, 1 for 4 gold and heal Drakk (2 gold with Grave dying)
Just enough to clear the patrol and Savior Monk.

Can I get away with lusting Drakk twice, hitting the Tax Collector then midbanding him to survive with 1 HP? He can’t through the Tax Collector by himself, so no.

  • Attack Tax Collector with both, Bomber does extra damage to Grave. Lust Grave twice so he dies at end of turn. Does that midband Drakk before he dies too? I don’t know. Anyway, this leaves the Partner and the Monk alive.
  • Kill Tax Collector with lusted Bomber, Attack Grave with lusted Drakk, Lust Grave and Monk so they die. The better option, I think: Drakk’s spells are spent for next turn.

Right, I just need to survive the next turn. There’s only a Sparring Partner left on the board, so hopefully I’m fine.

EDIT: Hmm, the former option would’ve killed the Monk too, because I wouldn’t have to put Bloodlust on the Bomber. So ending with a 2/2 midband Drakk on the board and 2 float was an option, and I’m going into a weak hand with a spare turn to build Tech II. That would’ve been great, I’ll ask Nekoatl at the end about the trigger order.

1 Like

@Nekoatl could I change my turn order a bit? I’m drawing into the same cards either way, but I think I’ve got a slightly better option here. (Actually, I’d be drawing less because I’d be adding a worker.)

Sure, that’s fine.

1 Like

Hmm, actually it depends. Suppose that I had Drakk at level 2, and both Drakk and Grave die of Bloodlust at the end of the turn, does Drakk die, or go to midband then take lust damage?

The damage is dealt simultaneously, so both heroes die at the same time. That means Drakk won’t be alive to gain the free levels, as I understand it.

1 Like

Righto. As we were, in that case, I was hoping to have something left on the board.

P2T5


Tech StartingHand Workers

TECH
Rememberer
Seer


STARTING HAND
Martial Mastery
Rambasa Twin
Insurance Agent
Snapback
Morningstar Flagbearer


WORKERS
Safe Attacking
Fox Primus
Smoker
Fox Viper


NextHand

Aged Sensei
Insurance Agent
Sensei’s Advice
Grappling Hook


Discard

Tax Collector
Savior Monk
Injunction
Snapback
Morningstar Flagbearer
Rememberer
Seer


Tech 2 card(s)
Get Paid + float - ($10)
Rambasa Twin - ($6)
Insurance Agent, insuring SQL - ($5)
Bigby Hayes - ($3)
Injunction, Tech II disabled - ($0)
Sparring Partner trains Bigby

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician:
  • :target: Lookout: Insurance Agent (2/2) Resist 1

In Play:

  • L1 Bigby Hayes (3/4) [1+]
  • Sparring Partner (2/2A)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
1 Like

P1T6


Tech StartingHand Workers

TECH
Polymorph: Squirrel
Fairie Dragon


STARTING HAND
Rampant Growth
Verdant Tree
Galina Glimmer
Tiger Cub


WORKERS
Playful Panda
Rich Earth
Spore Shambler
Ironbark Treant
Verdant Tree


NextHand

Dothram Horselord
Fairie Dragon
Potent Basilisk
Bloodlust


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Galina Glimmer - ($6)
Argagarg Garg, Wisp arrives - ($4)
Maxband Argagarg, Water Elemental arrives - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite: Argagarg L5 1+1/5
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Galina Glimmer 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Ugh, I did not need to deal with Rambasa Twins right now. However, he has brought Injunction out on a turn where I have no Tech II in hand, so if he hasn’t drawn into another one I’ve just dodged a nasty bullet.

Time to block up. 7 gold gets me either a tower with Argagarg and Galina/Tiger Cub, or Argagarg + Galina + Cub + Heroes’ Hall, or max Arg + Water Elemental + Galina. I get 3/3/4 blockers, but it’s more like 3/2/3 looking at which blockers can do at least 2 damage. Going with the latter, I can’t afford to go too down on cards here if I want to hit Tech II units in time. Injunction can still leave my Tech II doomed, though.

… Great hand if my Tech II survives and isn’t disabled, otherwise it’s game.

P2T6


Tech StartingHand Workers

TECH
Martial Mastery
Martial Mastery


STARTING HAND
Aged Sensei
Sensei’s Advice
Insurance Agent
Grappling Hook
Savior Monk
Grappling Hook


WORKERS
Safe Attacking
Fox Primus
Smoker
Fox Viper
Sensei’s Advice


NextHand

Seer
Morningstar Flagbearer
Rememberer
Martial Mastery
Snapback


Discard

Aged Sensei
Savior Monk
Grappling Hook


Tech 2 card(s)
Get Paid - ($9)
Insurance Agent, insuring the already-insured Rambasa Twin - ($8)
Grave Stormborne - ($6)
Grappling Hook your Elemental
Double-insured Rambasa Twin trades with Water Elemental, triggers reshuffle - ($14)
Sparring Partner trains original Insurance Agent
Bigby and Insurance Agent kill Argagarg, levels to Bigby
Rambasa Twin kills Wisp
Worker - ($13)
Tech III - ($8)

Float ($8)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Insurance Agent (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Grave Stormborne (2/3) Sparkshot
  • :target: Lookout:

In Play:

  • L3 Bigby Hayes (3/5) [1+]
  • Sparring Partner (2/2A)
  • Insurance Agent (3/1) [2+, 2 damage]
  • Rambasa Twin (3/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 8
  • Workers: 10

Looks like I’m too late.

P1T7


Tech StartingHand Workers

TECH
Kidnapping
Polymorph: Squirrel


STARTING HAND
Dothram Horselord
Potent Basilisk
Bloodlust
Fairie Dragon


WORKERS
Playful Panda
Rich Earth
Spore Shambler
Ironbark Treant
Verdant Tree


NextHand

Tiger Cub
Crash Bomber
Crash Bomber
Polymorph: Squirrel


Discard

Bloodlust
Galina Glimmer
Potent Basilisk
Fairie Dragon
Kidnapping
Polymorph: Squirrel


Tech 2 card(s)
Get Paid + scavenger - ($10)
Skip worker!
Drakk Ramhorn - ($8)
Dothram Horselord - ($5)
Bloodlust on Horselord and backline Insurance Agent - ($3)
Midband Drakk - ($0)
Galina trades with Insurance Agent
Horselord kills Grave and and destroys your Tech III, you draw, your base to 17, takes 2 damage, Drakk hits level 6 (maxband)
Insurance Agent dies of lust, Horselord takes 1 lust damage

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk L6 3/4+1A (1 to your base if killed)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Dothram Horselord 6/2 (overpower, 3 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

OK, I’ve got enough for Horselord, Lust, Drakk, and something for 3 gold, either midband Drakk or putting down a Basilisk.
Defence: 3 3h | 5h 2 1 2c
Attack: 7 horselord 1 Drakk 2 Galina 1 Bloodlust, then 2 (midband). Total 13, so theoretically enough to clear the patrol and either kill two backliners, or one backliner and the Tech III building. Let’s assume I’m midbanding Drakk. Then

Galina kills SQL
Horselord kills Grave and deals 5 to either Bigby or Tech III
Either Agent is killed with Lust, or Lust Drakk and do 4 damage to Rambasa Twin

Nekoatl’s left with either 8 or 5 attack, depending on whether I kill Bigby. Problem is, I think I have to take the Tech III down. That leaves me with 6/9 attack on the board compared to his 8, so I’ll probably lose control. I’ve got a turn without worrying about Insurance Agents, at least.

Well, you did delay my infinite combo, and it was probably worth handing me control of a damaged Horselord to take out Grave and a tech building. However, I think you should have smashed the Tech II instead of the Tech III, as that would also have stopped the Rememberer from fetching an Ebbflow Archon, but would have further prevented it from fetching anything else. I forgot to note on my spreadsheet the damage from Drakk’s turn 5 suicide attack, so my base is actually down to 16 HP now.

P2T7


Tech StartingHand Workers

TECH
Rememberer
Slow-Time Generator


STARTING HAND
Rememberer
Morningstar Flagbearer
Martial Mastery
Seer
Snapback
Tax Collector
Injunction


WORKERS
Safe Attacking
Fox Primus
Smoker
Fox Viper
Sensei’s Advice


NextHand

Injunction
Rememberer
Martial Mastery
Tax Collector


Tech 2 card(s)
Get Paid + float - ($18)
Rebuild Tech III
Rememberer - ($13)
Seer, remove from Rememberer, remembers Rememberer - ($12)
Snapback, replace Drakk with Argagarg, you get a Wisp - ($9)
Rambasa Twin and Sparring Partner break Tech II
Maxband Bigby - ($7)
Bigby draws a card
Injunction, Tech I disabled - ($4)
Morningstar Flagbearer - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rememberer (3/3A) [2 time]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer (2/2) Tempting Target
  • :target: Lookout:

In Play:

  • L5 Bigby Hayes (4/5) [1+]
  • Rememberer (3/3) [3 time]
  • Sparring Partner (2/2A)
  • Rambasa Twin (3/2)
  • Seer (2/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
1 Like

GG, I’m out of tricks here. I agree about hitting Tech II, and now I’m looking back at the turn I should have played the Fairie Dragon instead, you’d have had a bigger board but it would’ve been able to stick.

I’m a bit stuck on what to do in this match, to be honest. I think I’ve basically got two options to deal with the Insurance Agents:

  • Polymorph Squirrel, then kill the insured unit. Highly dependant on draw.
  • Put on the pressure before Tech II. I’ve been getting a bit better at that, I think, but I feel like I’m running up against the Green starter’s limits.

GG. Of all the builds that @Penatronic steamrolled me with when I first started playing on the forums, the Insurance Agent / Rambasa Twin combo was the one I felt most overwhelmed by, so I’m sure toppling this build is no easy challenge. The gold efficiency makes rapidly climbing the tech ladder relatively easy and late game card costs largely irrelevant. I think your strongest counter is probably Kidnapping the Insurance Agents and trading them into something so you get the gold and card draw, but that only works if I don’t kill the insured unit in the same turn I insure it… which makes it important to kill the Rambasa Twins before they get a chance to attack. More generally, though, I think you need more burst damage to take down priority targets, e.g. Dinosize a Wisp to kill Grave, but that’s expensive and I’m wary of it, meaning there’s usually some cannon fodder in the way.

Ultimately, to have a chance of competing economically, you might need to take advantage of more of Green’s gold production. Even if I immediately used Versatile Style to clear Rich Earth, it’s an even trade if you recruited a free worker in the turn you played it, I’d have to spend a tech choice if I want to clear it, and most likely I wouldn’t be able to clear it immediately so you’d come out with a gold advantage in the trade. Also, early Gemscout Owls quickly pay for themselves and are ideal for powering Circle of Life which notably does not require a matching Tech building to be in play. I saw you try to use Galina Glimmer, but she only really shines if you’ve already managed to build some board presence.

1 Like

I put Galina in as another cheap attack unit on top of the Bombers, to make sure I fired off decent Bloodlusts, rather for her ability. Maybe it’s because I’m trying to play Green when I’d prefer to be the aggressor, but I find it hard to work out the economic approach here, simply because of the high early threat of Grave, combined with Midori being my only decent combat hero. I did consider Kidnapping, but it always feels like I’ve got more urgent things to tech, especially when I’m suiciding Drakk as soon as he arrives. I don’t know, maybe I just need to go back and practise MonoGreen, or switch to other starters for a while. Or give up on trying to stop Grave from balling.

Anyway, happy to go another round and see if I can mix up the early game somehow.

P1T1


StartingHand Workers

STARTING HAND
Grappling Hook
Morningstar Flagbearer
Sensei’s Advice
Fox Viper
Aged Sensei


WORKERS
Fox Viper


NextHand

Safe Attacking
Smoker
Snapback
Savior Monk
Fox Primus


Discard

Grappling Hook
Sensei’s Advice
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Aged Sensei - ($2)
Grave Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (2/3) Sparkshot
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Playful Panda
Rampant Growth
Merfolk Prospector
Verdant Tree


WORKERS
Verdant Tree


NextHand

Spore Shambler
Rich Earth
Ironbark Treant
Forest’s Favor
Young Treant


Discard

Rampant Growth
Tiger Cub
Merfolk Prospector


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garus Rook - ($2)
Playful Panda, Wisp arrives - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook L1 2/4
  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

OK, let’s just open with Birds and an Owl and see how far we get with a hard air push. It feels weird not putting Rook in patrol, but I think this is the only way to stop Grappling Hook allowing Sensei to boost a midband Grave and allow a hero kill, while still being able to afford Tech I.

Are you changing specs? I didn’t think you were using Strength.

Sorry, getting mixed up with my game against zhavier. I’ll redo.

P2T1


StartingHand Workers

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


WORKERS
Verdant Tree


NextHand

Rich Earth
Tiger Cub
Playful Panda
Forest’s Favor


Discard

Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Ironbark Treant - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2+2A
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

OK, let’s see what Spirit of the Panda can do.

P1T2


Tech StartingHand Workers

TECH
Tax Collector
Tax Collector


STARTING HAND
Snapback
Fox Primus
Safe Attacking
Smoker
Savior Monk


WORKERS
Fox Viper
Smoker


NextHand

Grappling Hook
Morningstar Flagbearer
Safe Attacking
Snapback
Fox Primus


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

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A) Healing 1
  • :psfist: Elite: Aged Sensei (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (2/3) Sparkshot

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

If his Treant only had 2 points of armor, it’d be easy to deal with, but as is, I’m in a tight spot. Where’s my Grappling Hook when I need it? Oh well, I can still defend Grave effectively, or so it would appear. Also, I noticed he’s wised up to my single Tax Collector ways and has started to float gold on turns when my solo Tax Collector is in play, so I’ll double up this time to keep him guessing.