It’s not my fault; the shuffler keeps dealing them to me. (That was also a joke.)
P1T3
Tech StartingHand Workers
TECH
Ferocity
Plague Spitter
STARTING HAND
Spore Shambler
Ironbark Treant
Sparring Partner
WORKERS
Playful Panda
Forest’s Favor
Ironbark Treant
NextHand
Young Treant
Rampant Growth
Plague Spitter
Discard
Tiger Cub
Spore Shambler
Ferocity
Plague Spitter
Tech 2 card(s)
Get Paid - ($6)
Worker
Verdant Tree glows
Tech I - ($4)
Midband Calamandra - ($2)
Sparring Partner - ($1)
Calamandra kills Tiger Cub
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Merfolk Prospector (1/1A)
Elite:
Scavenger:
Technician: Sparring Partner (2/2)
Lookout:
In Play:
Rich Earth
Verdant Tree (3) Healing 1
L3 Calamandra Moss (3/2) [2 damage]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 4
Gold:
Gold: 1
Workers: 7
Thoughts
I’m kind of tempted to sneak back and break his Tree, but I can’t spare the cards to do it (also, if I did, I’d have to let the Cub live). Let’s see if he drew a Fencer.
Hmm, maybe shouldn’t have patrolled Tiger Cub? I’ll take kills on his cards, leave Grave (kinda) for dead (I don’t think he’ll want to trade Cala away), and tech in some cycling help. I can tech 2 next turn for a hero and get a kill on Cala with Starlet + Board (hopefully XD)
Stampede, Spirit of the Panda
Martial Mastery, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet
Main:
Arg + Midband (4)
Star-Crossed Starlet (2)
Rampant Growth Starlet and Smash Grave, Arg maxband (0)
Fencer and Prospector break your tree
Workers
Forest’s Favor, Rich Earth, Young Treant
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tower HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Wisp (0/1)
Lookout: Water Elemental (3/3)
In Play:
Merfolk Prospector (1/1)
Nimble Fencer (2/3)
Star-Crossed Starlet (4/1)
Arg (1/5 lvl 5)
Verdant Tree (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Spore Shambler
Nimble Fencer
Martial Mastery
Playful Panda
End of Turn Discard
Rampant Growth
Stampede
Spirit of the Panda
Tiger Cub
Ironbark Treant
My Thoughts
I don’t need to commit to a tech 2 yet, so I’m not going to. I am going to spend Rampant Growth to destroy that Grave though. Likely I will go for Blademaster, possible Stampede + Another Starlet, possible Growth T2.
Spore Shambler
Nimble Fencer
Martial Mastery
Playful Panda
Events of Turn:
Upkeep:
Get Gold (8)
Heal 1
Tech 2 cards in (except turn 1)
All Teched Cards
Grounded Guide, Maestro
Stampede, Spirit of the Panda
Martial Mastery, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet
Main:
Insta-build tech 2 Finesse (4)
Grave (2)
Arg buffs Water Elemental, he almost kills Orpal and survives on 1hp
Fencer kills Orpals, the -1/1 spreads to wisp and elemental
Worker (1)
Workers
Forest’s Favor, Rich Earth, Young Treant
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Tower HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Grave (3/4 lvl 3)
In Play:
Arg (1/5 lvl 5)
Verdant Tree (3hp)
Economy Info:
Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Tiger Cub
Star-Crossed Starlet
Merfolk Prospector
Spirit of the Panda
Ironbark Treant
End of Turn Discard
My Thoughts
Hmm, this is a bit of a stalemate game. Him having Sparring Partner to buff Grave And/Or Cala is not great, but we’ll see how this goes. I am going to want tech 3 next cycle most likely.
…
Pretty meh draw honestly, not looking so good. Probably go Starlet + SotP + level Grave? idk, maybe insta-build tech 3 + River + Prospector?
Martial Mastery
Blademaster x2
Grounded Guide, Maestro
Stampede, Spirit of the Panda
Martial Mastery, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet
Main:
Martial Mastery, dc 1 draw 2 and check your hand… no more ferocity at least… (9)
Grounded Guide (5)
Maestro (2)
Nimble Fencer, fo free!
Workers
Merfolk Prospector, Playful PAnda, Forest’s Favor, Rich Earth, Young Treant
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Tower HP: 4
In Patrol:
Squad Leader: Nimble Fencer (4/4+1armor)
Elite: Arg (1+1/5 lvl 5)
Scavenger: Grounded Guide (4/4)
Technician: Maestro (4/5)
Lookout: Grave (4/5 lvl 7)
In Play:
Verdant Tree (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 2
Workers: 10
End of Turn Hand
Nimble Fencer
Martial Mastery
Spirit of the Panda
Rampant Growth
End of Turn Discard
My Thoughts
Starting to look bad… Ferocity + Gorgons is really tough. Going to near- max protect and hope to hit a blademaster on the reshuffle, which I can insta-play with Verdant…
…
Bummer, no Blademaster… but maybe Grave survives / I get it ogg technician
Well hmm, I’m starting to see the conundrum of my situation… He’s buffing w/ +1/1 and getting Plague Labs out, making his ability to infini-sword and get really beefy Cala / Grave very scary. Even if I do draw Blademaster, it will get sworded. So we needed to have it straight up here (along with the fencer) to be able to start busting heads. Big ol’ bummer that didn’t happen, then… but we shall press on. So goal is going to be drawing the Starlet, in hopes of stalling the Grave madness. Going to tech the other Grounded Guide as well, as that will somewhat help
…
Good draw! So we kill Grave, give the levels to River, and try to keep away the onslaught until we can set up blademasters better. Long shot to win here, his engine is well set, but we’ll have to do our best
Grounded Guide
Maestro
Nimble Fencer
Martial Mastery
Spirit of the Panda
Grounded Guide
Star-Crossed Starlet
Nimble Fencer
Martial Mastery
Rampant Growth
My Thoughts
Well hmm, I’m starting to see the conundrum of my situation… He’s buffing w/ +1/1 and getting Plague Labs out, making his ability to infini-sword and get really beefy Cala / Grave very scary. Even if I do draw Blademaster, it will get sworded. So we needed to have it straight up here (along with the fencer) to be able to start busting heads. Big ol’ bummer that didn’t happen, then… but we shall press on. So goal is going to be drawing the Starlet, in hopes of stalling the Grave madness. Going to tech the other Grounded Guide as well, as that will somewhat help
…
Good draw! So we kill Grave, give the levels to River, and try to keep away the onslaught until we can set up blademasters better. Long shot to win here, his engine is well set, but we’ll have to do our best
I think the best play here is drop both BMs, and hope he didn’t draw Ferocity. Maxing Arg buys more blockers and costs less cards but with Orpal out, he can plow through -1/1ing all of them, so it doesn’t turn out better.