Ardra’s Boulder
Morningstar Flagbearer
Aged Sensei
Grappling Hook
Morningstar Pass
Oathkeeper of Kor Mountain
Tech 2 card(s)
Get Paid + Scavenger - ($10)
Worker - ($9)
Jefferson DeGrey, Ghostly Diplomat destroys Elemental - ($6)
Tech III - ($1)
Sparring Partner - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Jefferson DeGrey, Ghostly Diplomat (6/5A)
Elite:
Scavenger:
Technician: Sparring Partner (2/2)
Lookout:
In Play:
Mythmaking
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
Versatile Style could help deal with flying units or base repair, but I think Oathkeeper and Pass are more valuable for now. I’ll have a chance to tech in Style next turn if I see a pressing need for it. In any case, I need to build my Tech III now before a T-Rex has a chance to make it impossible.
STARTING HAND
Tiny Basilisk
Potent Basilisk
Spore Shambler
Fairie Dragon
WORKERS
Tiger Cub
Rich Earth
Ironbark Treant
Verdant Tree
Young Treant
NextHand
Playful Panda
Tyrannosaurus Rex
Tiny Basilisk
Fairie Dragon
Tiny Basilisk
Tech 1 card(s)
Get Paid - ($10)
Potent Basilisk (destroys Mythmaking on arrival) - ($6)
Exhaust Argagarg to give Centaur +1/+A
Centaur trades with DeGrey, 1 point of overpower to Sparring Partner
Midori to Maxband - ($1)
Midori hits base for 4
Exhaust Merfolk Prospector for gold - ($2)
Calamandra - ($0)
Oof, if I had thought about DeGrey (who I could have anticipated from Mythmaking), I’d have switched who got Nature’s Favor last turn. Still, Potent Basilisk has been waiting all game for this play. This big hero turn recoups cards. I think I’m too inexperienced at this point to know whether base damage or tech damage is more valuable. The former puts them on a real clock though.
Midori going straight for base damage? Maybe he wanted to avoid giving me the Technician draw and didn’t quite have enough to down a tech building? Well, I’d like to maxband Rook for defense, but I also want to Snapback Midori. I guess I need a Tower to deal with Calamandra as well, so Snapback it is. Better keep buying workers as well, never know when they’re gonna be chomped.
Rook + Tower is a nuisance, but a surmountable one. Martial Mastery should be making its way back sometime soon, so maybe it’s worth teching Reclaim? Then again, if they play that instead of a body, they might be in trouble.
Edit: I also can’t target basilisk. There wasn’t a reshuffle so I’ll just trade and we should be good.
Edit 2: slight optimization of damage since Argagarg was free.
Good game! Looked back through your thoughts: I had similar questions about that turn where I attacked your base with Midori. I was pretty sure maxband Midori wasn’t long for the world, so I was torn between doing a lil damage to a tech (and wasn’t sure which tech would be more critical to hit) or moving the needle closer to just overwhelming you with overpower.
Happy to run it back! I guess that makes me P1. I’m gonna be substantially more busy this evening and tomorrow, so prolly will only be able to make a few turns til Saturday. GL HF!
P1T1
StartingHand Workers
STARTING HAND
Verdant Tree
Spore Shambler
Ironbark Treant
Rampant Growth
Forest’s Favor
WORKERS
Spore Shambler
NextHand
Young Treant
Playful Panda
Merfolk Prospector
Rich Earth
Tiger Cub
Discard
Rampant Growth
Ironbark Treant
Forest’s Favor
Get Paid - ($4)
Worker - ($3)
Verdant Tree - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Verdant Tree HP: 3
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
Thoughts
Weird opening hand. Not trying to spend 3 on shambler or ironbark, so lead on Verdant Tree and enter next turn with cash to burn and no need to build tech 1 right away?
Well, this is off to a weird start. If we are gonna go this slow all game, then I feel like green eventually comes out on top. Grave by himself suggest aggro, but a 2nd hero slot makes me think this is a long play towards getting that card draw from Setsuki. We’ll hedge a bit with tech for now and then maybe push a fast tech 2 if there is still an opening?
Alright, time to commit to a plan. No Tech 1 + heroes suggests they teched two spells. Presuming they knew Rook was coming (which wasn’t my guess last turn) so I’d guess some combination of Reversal, Thunderclap, Versatile Style, and Bird’s Nest (since I’m kinda forced off flyers). Flagbearer handily counters Growth counters shenanigans, so maybe we run back Balance?
Yeah, this worked out pretty well. Though, in hindsight, I would have been better off teching Bird’s Nest than Thunderclap last turn, but I didn’t know which cards I would draw.
Ouch, that stung, but I think that was a middling outcome, rather than abjectly terrible. Potent Basilisk still fairs well againt the board and I think we continue, undeterred towards TRex strats (though I can slowroll teching those til next turn.)
Potent Basilisk is harder to remove, but can’t slip past tech 0 units, so I’ll just throw out some cannon fodder. Against those Basilisks and such, I think select Ninjutsu units may be my best option, so I’ll aim for that.
Okay, Ninjitsu. That means Glorious Ninja and dealing with invisible creatures. There are too many ways for opp to have as much power as I do, so Horselord stays in hand for now. Next turn is prime for Moment’s Peace.
Glorious Ninja
Reversal
Sparring Partner
Hidden Ninja
Speed of the Fox
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Porcupine - ($5)
Maxband Grave - ($1)
Grave throws his sword at Calamandra
Maxband Rook - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Porcupine (2/6A) Deathtouch
Elite: L8 Garus Rook (5/6) Hard to block, two lives
Scavenger:
Technician:
Lookout:
In Play:
Morningstar Flagbearer (2/2) Tempting target
L7 Grave Stormborne (4/5) Sparkshot, readiness
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
I can’t punch through that, but at least I can punish any units brave enough to attack. And if they don’t attack, I threaten Earthquake. Fortunately, Potent’s untargetable ability also means that they can’t have +1/+1 runes placed on them.
Moment’s Peace, eh? That’s unexpected. My biggest immediate concern is T-Rex, so I’ll use Grave and Garus to down his Tech III. Dropping 1/1 units to prep for Earthquake. Flying Midori is a concern, so I’ll SQL a Bird. If he trades both Basilisks, he can wreck almost anything in my backline, unless I add a 4th patroller… but doing so would allow the Basilisks to attack without tying. I think I’ll just give him an extra target to aim for by building a Tech III, especially considering Speed of the Fox allows Setsuki to attack on the turn she drops.
I’m not sure if it’s because of the gold edit, but your economy info says you’re at 9 workers, even though your turn events say you recruited a 10th and you built your Tech III. Is it possible your workered card went into the discard column instead?