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[Casual] Nekoatl [Feral]/Peace/Strength vs. charnel_mouse [Blood]/Growth/Ninjutsu

I forgot to random while Looking, then when I saw your post I also randomed 58, then as a tiebreaker, I randomed 1 of 2 to determine my player number and it came up as 1. GL HF @charnel_mouse!

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Forest’s Favor
Tiger Cub
Merfolk Prospector
Rampant Growth


WORKERS
Tiger Cub


NextHand

Rich Earth
Ironbark Treant
Spore Shambler
Playful Panda
Young Treant


Discard

Rampant Growth
Verdant Tree
Forest’s Favor


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandra Moss - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Calamandra Moss (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

I can identify 2 general threats from his build: flooding the board with tokens to sacrifice and trigger Captured Bugblatter / Pirate-Gang Commander, and using haste to charge Might of Leaf and Claw. Morningstar Pass should provide my base with a strong defense from Blood damage, so he’ll probably go for MoLaC. I can’t remove it once it’s in play, but I do have several tools to shut down tech progress, if only I can manage to deploy one before MoLaC drops. Since speed is key, I should probably open with stealth. If MoLC does land, I can try to prevent it from charging by empowering patrollers with swift strike, though Ninjutsu also has access to a fair bit of swift strike, limiting the viability of that defense.

1 Like

Nice, first time I’ve seen a tie! GLHF!

P2T1


StartingHand Workers

STARTING HAND
Bombaster
Pillage
Careless Musketeer
Nautical Dog
Bloodburn


WORKERS
Bloodburn


NextHand

Charge
Mad Man
Scorch
Makeshift Rambaster


Discard

Careless Musketeer
Pillage


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Nautical Dog - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog 1/1 (frenzy 1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Biggest problem I’ll have here is that I’ve given myself no way to deal with heroes, and Nekoatl’s heroes are really good. IVPs should be able to hold the line, then I can pick up Porcupines at Tech II if I don’t just rush him down.

P1T2


Tech StartingHand Workers

TECH
Behind the Ferns
Ferocity


STARTING HAND
Spore Shambler
Rich Earth
Ironbark Treant
Young Treant
Playful Panda


WORKERS
Tiger Cub
Playful Panda


NextHand

Ferocity
Behind the Ferns
Young Treant
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
Merfolk prospects - ($6)
Rich Earth - ($3)
Worker
Ironbark Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant (2/2AA)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • L1 Calamandra Moss (2/3A)
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

I don’t see an efficient way to maintain pressure if I spend $2 on a Tech I building, so I’ll delay it for 1 turn and and try to get more value from it after teching in 4 tech I cards.

P2T2


Tech StartingHand Workers

TECH
Inverse Power Ninja
Inverse Power Ninja


STARTING HAND
Charge
Scorch
Mad Man
Makeshift Rambaster


WORKERS
Bloodburn
Scorch


NextHand

Bombaster
Inverse Power Ninja
Bloodrage Ogre
Mad Man


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Bombaster and Nautical Dog trade with Ironbark Treant
Argagarg, Wisp arrives - ($2)
Makeshift Rambaster - ($0)
Makeshift Rambaster hits your base down to 17

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Argagarg L1 1/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Initiative’s back to me with Rich Earth played, so I’m still liking IVPs here. Hidden Ninja also seems good for killing Cal, and I might be able to go for a base rush from there. On the other hand, I could give it Spirit of the Panda, since he has no removal outside of Grappling Vines. Well, I can tech both in now, block with Argagarg, and see if he lives (probably not). Either I midband Argagarg now to help him live, or I hit something with Mad Man or Rambaster. I think do the latter to start the rush, then I can put behind the Wisp. Calamandra can still kill him if she gets stealth, but Nekoatl’s already down on cards as it is.

Next turn I can start bringing in Hidden Ninjas to put on the IVPs, or just Red units, or I could think about Tech II. We’ll see.

… Great, got a split on the Ninjas.

P1T3


Tech StartingHand Workers

TECH
Ardra’s Boulder
Mythmaking


STARTING HAND
Young Treant
Behind the Ferns
Forest’s Favor
Ferocity
Verdant Tree


WORKERS
Tiger Cub
Playful Panda
Behind the Ferns


NextHand

Rampant Growth
Ironbark Treant
Spore Shambler
Ardra’s Boulder


Tech 2 card(s)
Get Paid - ($6)
Merfolk prospects - ($7)
Young Treant - ($5)
Verdant Tree - ($3)
Expensive Tech I - ($1)
Worker
Calamandra kills Wisp

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L1 Calamandra Moss (2/3A)
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

I should have seen that coming. Awkward choice of card to worker here, ditching Ferns because having a 2nd copy would be redundant.

P2T3


Tech StartingHand Workers

TECH
Hidden Ninja
Hidden Ninja


STARTING HAND
Bloodrage Ogre
Inverse Power Ninja
Bombaster
Mad Man


WORKERS
Bloodburn
Scorch
Bombaster


NextHand

Careless Musketeer
Nautical Dog
Pillage
Inverse Power Ninja


Discard

Bloodrage Ogre
Mad Man
Hidden Ninja
Hidden Ninja


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Inverse Power Ninja - ($3)
Heroes’ Hall - ($1)
Makeshift Rambaster hits Young Treant for 1

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagarg L1 1/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Inverse Power Ninja 4/4 (-1/-1 per ally)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Hmm, thinking I should’ve teched in a Hidden Ninja last turn. I need to get the base kill going quickly after this turn. Probably going for Porcupines or Crashbarrows next.

P1T4


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Spore Shambler
Rampant Growth
Ironbark Treant
Ardra’s Boulder


WORKERS
Tiger Cub
Playful Panda
Behind the Ferns
Spore Shambler


NextHand

Mythmaking
Forest’s Favor


Discard

Rampant Growth
Ironbark Treant
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($8)
Worker
Ardra’s Boulder - ($6)
Merfolk prospects - ($7)
Maxband Calamandra - ($3)
Discard to stealth Calamandra
Calamandra breaks Heroes’ Hall, your base to 18 HP

Float ($3)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A) Resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ardra’s Boulder (0/6) Resist 1
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L5 Calamandra Moss (4/5)
  • Merfolk Prospector (1/1) Resist 1

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 8

Thoughts

He built a Heroes’ Hall this close to being able to afford a Tech II building? Looks like he really wants some other hero in play next turn, in which case I’ll deny him.

P2T4


Tech StartingHand Workers

TECH
Stampede
Stampede


STARTING HAND
Pillage
Inverse Power Ninja
Careless Musketeer
Nautical Dog


WORKERS
Bloodburn
Scorch
Bombaster


NextHand

Charge
Bloodrage Ogre
Nautical Dog


Tech 2 card(s)
Get Paid + float - ($9)
Skip worker!
Careless Musketeer - ($7)
Expensive Pillage, I steal 2 gold, your base goes to 15
Maxband Argagarg, Water Elemental arrives - ($3)
Inverse Power Ninja #2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger: Careless Musketeer 2/1 (can shoot a non-hero by damaging my base)
  • :pschip: Technician: Argagarg L5 1/5
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)
  • Inverse Power Ninja #1 1/1 (-1/-1 per ally)
  • Inverse Power Ninja #2 1/1 (-1/-1 per ally)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Huh, that’s an expense Heroes’ Hall destruction, what did he think I was going for? A Kidnapping? Well, I can just maxband Argagarg now, if he survives again I can go for Stampedes instead of Hidden Ninjas. Not much offense potential from Nekoatl’s board yet.

… Ugh, no spell draw. Might have to go for Tech II.

P1T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Forest’s Favor
Mythmaking


WORKERS
Tiger Cub
Playful Panda
Behind the Ferns
Spore Shambler


NextHand

Flagstone Garrison
Overeager Cadet
Forest’s Favor
Ferocity


Tech 2 card(s)
Get Paid + float - Pillage - ($9)
Merfolk prospects - ($10)
Fast Tech II: Peace - ($6)
Garus Rook - ($4)
Calamandra fetches a Stalking Tiger - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A) Resist 1
  • :psfist: Elite: Ardra’s Boulder (1/6) Resist 1
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Garus Rook (2/4)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L5 Calamandra Moss (4/5)
  • Merfolk Prospector (1/1) Resist 1
  • Stalking Tiger (4/4) Invisible, Resist 1

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

I need to recover hand size, so Garrisons it must be, despite the threat from Stampede. Holding my cards in hand to maxmize chances of a successful draw. Throwing out Rook and Tiger as threats that don’t require card plays, if Rook goes down it’s actually good for me because he won’t get free levels and I’ll get a draw… not to mention the perk of getting Young Treant back into my cycle.

P2T5


Tech StartingHand Workers

TECH
Porcupine
Porcupine


STARTING HAND
Charge
Bloodrage Ogre
Nautical Dog


WORKERS
Bloodburn
Scorch
Bombaster
Bloodrage Ogre


NextHand

Hidden Ninja
Hidden Ninja
Stampede
Mad Man


Discard

Nautical Dog
Charge
Porcupine
Porcupine


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Tech II Ninjitsu - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3 (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger: Careless Musketeer 2/1 (can shoot a non-hero by damaging my base)
  • :pschip: Technician: Argagarg L5 1/5
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)
  • Inverse Power Ninja #1 1/1 (-1/-1 per ally)
  • Inverse Power Ninja #2 1/1 (-1/-1 per ally)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

P1T6


Tech StartingHand Workers

TECH
Behind the Ferns
Mythmaking


STARTING HAND
Ferocity
Overeager Cadet
Flagstone Garrison
Forest’s Favor
Mythmaking


WORKERS
Tiger Cub
Playful Panda
Behind the Ferns
Spore Shambler
Mythmaking


NextHand

Flagstone Garrison
Overeager Cadet


Discard

Behind the Ferns
Mythmaking
Ferocity
Forest’s Favor


Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Overeager Cadet
Ferocity - ($3)
Stalking Tiger swiftly strikes Water Elemental
Forest’s Favor on Calamandra - ($1)
Calamandra kills Argagarg
Worker
Merfolk prospects - ($2)
Midband Rook - ($0)
Rook kills IP Ninja

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A) Resist 1, swift strike
  • :psfist: Elite: Ardra’s Boulder (1/6) Resist 1, swift strike
  • :ps_: Scavenger: Overeager Cadet (2/2) Resist 1, swift strike
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • Flagstone Garrison (4)
  • L5 Calamandra Moss (5/4) [1+, 2 damage]
  • L5 Garus Rook (3/1) [4 damage]
  • Stalking Tiger (4/3) Invisible, resist 1, swift strike [1 damage]
  • Merfolk Prospector (1/1) Resist 1, swift strike

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

It would be too costly to take down the Tech II, and I’m still worried about Stampede, so I’ll burst down Argagarg instead.

Pfft, I’m just going to resign here, I messed up the beginning pretty badly.

P1T1


StartingHand Workers

STARTING HAND
Bombaster
Nautical Dog
Bloodrage Ogre
Charge
Pillage


WORKERS
Bombaster


NextHand

Careless Musketeer
Makeshift Rambaster
Mad Man
Bloodburn


Discard

Pillage
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Nautical Dog 1/1 (frenzy 1)
  • Bloodrage Ogre 3/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

OK, IPNs aren’t are good here as I thought they would be, Red 0 units fills up my board too much. In that case, I’m better off focusing on Blood.

Your board felt threatening, so if that was you messing up, I’m nervous to see what happens when your plans are working as intended.

P2T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Rampant Growth
Verdant Tree
Merfolk Prospector
Forest’s Favor


WORKERS
Merfolk Prospector


NextHand

Rich Earth
Tiger Cub
Spore Shambler
Playful Panda
Young Treant


Discard

Forest’s Favor
Verdant Tree
Rampant Growth


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant (2/2AA)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

Wow, that’s an aggressive T1, but luckily I have Ironbark in my opening hand, for a 1 card advantage on the trade. As much as I appreciated the Merfolk’s gold generation last game, I don’t want to give up my basic spells or the Tree, so he has to be conscripted. It might be for the best anyway, as I struggled to maintain a competitive board presence last game; maybe I should also worker Rich Earth so I don’t end up as starved for units.

1 Like

P1T2


Tech StartingHand Workers

TECH
Inverse Power Ninja
Hidden Ninja


STARTING HAND
Mad Man
Bloodburn
Makeshift Rambaster
Careless Musketeer


WORKERS
Bombaster
Bloodburn


NextHand

Makeshift Rambaster
Scorch
Charge
Mad Man


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Mad Man - ($1)
Mad Man and Bloodrage Ogre trade with Ironbark Treant
Nautical Dog hits your base down to 18

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


Board Info:
In Patrol:

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

In Play:

  • Nautical Dog 1/1 (frenzy 1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Actually, no, I’m going to see if IPNs can work here, now I’m player 1.

P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Tiger Cub
Rich Earth
Spore Shambler
Young Treant
Playful Panda


WORKERS
Merfolk Prospector
Rich Earth


NextHand

Forest’s Favor
Overeager Cadet
Ironbark Treant
Verdant Tree
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Expensive Tech I - ($4)
Tiger Cub - ($2)
Calamandra Moss - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Calamandra Moss (2/3)
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Hidden Ninja
Crashbarrow


STARTING HAND
Scorch
Charge
Makeshift Rambaster
Mad Man


WORKERS
Bombaster
Bloodburn
Scorch


NextHand

Pillage
Inverse Power Ninja
Bloodrage Ogre
Careless Musketeer


Discard

Nautical Dog
Mad Man
Charge
Makeshift Rambaster
Hidden Ninja
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Mad Man - ($5)
Heroes’ Hall - ($3)
Argagarg Garg, Wisp arrives - ($1)
Nautical Dog and Mad Man trade with Tiger Cub

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argagarg L1 1/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

4 more damage needed for the kill, can’t afford it. Let’s see if Nekoatl’s willing to go for the hero kill.

P2T3


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Overeager Cadet
Forest’s Favor
Ironbark Treant
Spore Shambler
Verdant Tree


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler


NextHand

Playful Panda
Young Treant
Overeager Cadet
Forest’s Favor
Rampant Growth


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Overeager Cadet
Calamandra kills Wisp
Tech II: Strength - ($2)
Tech Lab: Peace - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss (2/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

It’s tempting to pick of Argagarg before he pops out a Water Elemental to deal with, but I kind of want to wait until I get a draw engine up to fuel Calamandra’s stealth.

P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Pillage
Careless Musketeer
Inverse Power Ninja
Bloodrage Ogre


WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer


NextHand

Hidden Ninja
Crashbarrow
Hidden Ninja
Nautical Dog


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Inverse Power Ninja - ($4)
Tech II Blood - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Inverse Power Ninja 5/5+1A (-1/-1 per ally)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argagarg L1 1/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Eh, looks like I’ll have to go Tech II again. Crashbarrows should make this a lot easier to pull off, though.

P2T4


Tech StartingHand Workers

TECH
Morningstar Pass
Mythmaking


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


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Playful Panda


NextHand

Tiger Cub
Ironbark Treant


Discard

Morningstar Pass
Mythmaking
Forest’s Favor
Verdant Tree
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($9)
Young Treant - ($7)
Forest’s Favor to Calamandra - ($5)
Maxband Calamandra - ($1)
Worker - ($0)
Discard 2 to stealth Calamandra
Calamandra breaks Tech II, your base to 18
Overeager Cadet

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss (5/6) [1+]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Blood this time? I guess I was really off when worrying about MoLaC. Well, the standard go-to for T2Blood is Crashbarrows… maybe the plan is to establish a fair bit of haste before considering MoLaC. It’s a real shame I failed to draw a Garrison this turn, though. Guess I’ll try for a YT pull…no dice. :frowning: I’ll just try to stall, and I figure it’s less risky to drop to 2 draws than to leave myself with only 1 patroller. … @$^! Well, maybe I’ll get lucky and he’ll down my Technician.

treant where?

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