[Casual] Nekoatl [Necromancy]/Growth/Blood vs FrozenStorm [Peace]/Future/Feral

GL HF

P1T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Young Treant
Rich Earth
Playful Panda
Merfolk Prospector


WORKERS
Playful Panda


NextHand

Verdant Tree
Forest’s Favor
Tiger Cub
Rampant Growth


Discard

Young Treant
Ironbark Treant


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Rich Earth
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

Okie dokie, let’s see how P2 goes, GLHF!

Game 18 Player 2, Turn 1

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Young Treant
Spore Shambler
Rampant Growth
Tiger Cub
Ironbark Treant

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Grave (3)
  • Tiger Cub (1)
  • Worker (0)
Workers

Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Tiger Cub (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Merfolk Prospector
Playful Panda
Verdant Tree
Forest’s Favor
Rich Earth

End of Turn Discard

Ironbark Treant
Rampant Growth
Spore Shambler

My Thoughts

:man_shrugging: seems a soft start from Neko, we’ll see how it goes


P1T2


Tech StartingHand Workers

TECH
Plague Spitter
Sparring Partner


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


WORKERS
Playful Panda
Forest’s Favor


NextHand

Sparring Partner
Ironbark Treant
Spore Shambler


Tech 2 card(s)
Get Paid - ($5)
Worker
Merfolk Prospector finds gold - ($6)
Tiger Cub - ($4)
Verdant Tree - ($2)
Calamandra Moss - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Rich Earth
  • Verdant Tree (3)
  • Merfolk Prospector (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Just rolling through cards, aren’t we?

Game 18 Player 2, Turn 2

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Merfolk Prospector
Playful Panda
Verdant Tree
Forest’s Favor
Rich Earth

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Star-Crossed Starlet


Main:

  • Merfolk Prospector (5)
  • Grave midbands, kills Tiger Cub (3)
  • Verdant Tree (1)
  • Worker (0)
Workers

Rich Earth, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2+1armor )
  • :psfist: Elite: Grave (3+1/2 lvl 3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Nimble Fencer
Playful Panda
Spore Shambler
Forest’s Favor

End of Turn Discard

Ironbark Treant
Rampant Growth
Spore Shambler

My Thoughts

I’ll take the mostly free kill on Tiger Cub, make it so Grave’s really hard to bum levels off, and tech for Finesse / Growth


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:

  • :psblueshield: Squad Leader: Merfolk Prospector (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L3 Calamandra Moss (3/2) [2 damage]

Buildings:

  • :heart: Base HP: 20
  • :heart: 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

Game 18 Player 2, Turn 3

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Nimble Fencer
Playful Panda
Spore Shambler
Forest’s Favor

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Heal 1
  • Tech 2 cards in (except turn 1)
All Teched Cards

Martial Mastery, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet


Main:

  • Prospect for 1g (8)
  • Verdantly build tech 1 (6)
  • Nimble Fencer, kill SQL (4)
  • Grave kills Techn, you get a card
  • Tower (1)
  • Worker (0)
Workers

Forest’s Favor, Rich Earth, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Grave (3+1/1 lvl 3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)
  • Nimble Fencer (2/2)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Ironbark Treant
Rampant Growth
Star-Crossed Starlet
Tiger Cub

End of Turn Discard
My Thoughts

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)


P1T4


Tech StartingHand Workers

TECH
Plague Lab
Plague Lab


STARTING HAND
Plague Spitter
Young Treant
Rampant Growth
Tiger Cub


WORKERS
Playful Panda
Forest’s Favor
Ironbark Treant
Tiger Cub


NextHand

Sparring Partner
Plague Spitter
Ferocity
Merfolk Prospector
Spore Shambler


Discard

Rampant Growth
Plague Spitter
Young Treant
Plague Lab
Plague Lab


Tech 2 card(s)
Get Paid + float - ($8)
Worker
Verdant Tree glows
Tech II: Disease - ($4)
Grave Stormborne - ($2)
Calamandra trades with Grave

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Grave Stormborne (3/4A) Sparkshot, Readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8

Game 18 Player 2, Turn 4

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Ironbark Treant
Rampant Growth
Star-Crossed Starlet
Tiger Cub

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Heal 1
  • Tech 2 cards in (except turn 1)
All Teched Cards

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: 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.


@FrozenStorm traded her for a Sparring Partner

P1T5


Tech StartingHand Workers

TECH
Gorgon
Gorgon


STARTING HAND
Plague Spitter
Merfolk Prospector
Spore Shambler
Ferocity
Sparring Partner


WORKERS
Playful Panda
Forest’s Favor
Ironbark Treant
Tiger Cub
Spore Shambler


NextHand

Plague Lab
Young Treant
Plague Spitter
Gorgon


Tech 2 card(s)
Get Paid + float - ($10)
Worker
Orpal Gloor, maxband - ($3)
Merfolk Prospector - ($2)
Sacrifice Merfolk Prospector to infect and kill Starcrossed Starlet

  • Merfolk Prospector gets too close to the body and succumbs
  • Nimble Fencer gets too close to the body and becomes infected

Sparring Partner - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L6 Orpal Gloor (3/5)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Sparring Partner (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

Cala is not allowed out, she sacrificed last turn and has to sit out at least one full

1 Like

Game 18 Player 2, Turn 5

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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?


P1T6


Tech StartingHand Workers

TECH
Martial Mastery
Martial Mastery


STARTING HAND
Young Treant
Plague Lab
Gorgon
Plague Spitter
Plague Spitter


WORKERS
Playful Panda
Forest’s Favor
Ironbark Treant
Tiger Cub
Spore Shambler


NextHand

Rampant Growth
Ferocity
Merfolk Prospector
Verdant Tree


Discard

Martial Mastery
Martial Mastery
Plague Lab
Plague Spitter


Tech 2 card(s)
Get Paid + float - ($10)
Gorgon - ($7)
Plague Spitter - ($4)
Sparring Partner trains Plague Spitter
Grave Stormborne - ($2)
Young Treant - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4A) Deathtouch
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Plague Spitter (4/4) Anti-air [1+]
  • :target: Lookout:

In Play:

  • Rich Earth
  • L1 Grave Stormborne (2/3) Sparkshot
  • Sparring Partner (2/2)
  • Young Treant (0/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

Game 18 Player 2, Turn 6

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Tiger Cub
Star-Crossed Starlet
Merfolk Prospector
Spirit of the Panda
Ironbark Treant

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Heal 1
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blademaster x2
Grounded Guide, Maestro
Stampede, Spirit of the Panda
Martial Mastery, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet


Main:

  • Ironbark Treant (7)
  • Star-Crossed Starlet (5)
  • Maxband Grave, chuck sword at Gorgon (1)
  • Worker (0)
Workers

Forest’s Favor, Rich Earth, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Star-Crossed Starlet (3/2)
  • :target: Lookout:

In Play:

  • Grave (4/5 lvl 7)
  • Arg (1/5 lvl 5)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Stampede
Rampant Growth
Maestro
Martial Mastery

End of Turn Discard

Spirit of the Panda
Tiger Cub
Blademaster
Blademaster

My Thoughts

Yuck, that’s a good turn from him. Doing my best to stop the bleeding


P1T7


Tech StartingHand Workers

TECH
Cursed Crow
Cursed Crow


STARTING HAND
Ferocity
Merfolk Prospector
Verdant Tree
Rampant Growth
Gorgon


WORKERS
Playful Panda
Forest’s Favor
Ironbark Treant
Tiger Cub
Spore Shambler
Merfolk Prospector


NextHand

Cursed Crow
Plague Spitter
Plague Lab


Tech 2 card(s)
Get Paid - ($9)
Worker
Calamandra Moss - ($7)
Sparring Partner trains Grave
Rampant Growth on Grave - ($5)
Grave kills Ironbark Treant
Gorgon - ($2)
Ferocity - ($0)
Plague Spitter swiftly kills Star-Crossed Starlet

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gorgon (2/4) Deathtouch, armor piercing, swift strike
  • :target: Lookout:

In Play:

  • Rich Earth
  • L1 Grave Stormborne (3/4) Sparkshot [1+]
  • L1 Calamandra Moss (2/3)
  • Plague Spitter (4/3) Anti-air [1+] Armor piercing, swift strike [1 damage]
  • Sparring Partner (2/2) Armor piercing, swift strike
  • Young Treant (0/2) Armor piercing, swift strike

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Really getting to be a slugfest!

Game 18 Player 2, Turn 7

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Stampede
Rampant Growth (discard for MM)
Maestro
Martial Mastery
Nimble Fencer (techn)
Grounded Guide + Spore Shambler (MM)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Heal 1
  • Choose to Tech 1 card in
All Teched Cards

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (4/4+1armor)
  • :psfist: Elite: Arg (1+1/5 lvl 5)
  • :pspig: Scavenger: Grounded Guide (4/4)
  • :exhaust: Technician: Maestro (4/5)
  • :target: 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


P1T8


Tech StartingHand Workers

TECH
Behind the Ferns
Ferocity


STARTING HAND
Plague Lab
Cursed Crow
Plague Spitter


WORKERS
Playful Panda
Forest’s Favor
Ironbark Treant
Tiger Cub
Spore Shambler
Merfolk Prospector


NextHand

Rampant Growth
Gorgon
Plague Lab


Discard

Plague Spitter
Cursed Crow
Behind the Ferns
Ferocity


Tech 2 card(s)
Get Paid - ($10)
Plague Lab infects your units - ($7)
Midband Grave - ($5)
Grave kills Nimble Fencer
Plague Spitter trades with Grounded Guide
Sparring Partner trains Calamandra
Midband Calamandra - ($3)
Calamandra kills Maestro
Gorgon kills Argagarg, Calamandra maxbands
Plague Spitter - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Plague Spitter (3/3) Anti-air
  • :target: Lookout:

In Play:

  • Rich Earth
  • Plague Lab (4)
  • L3 Grave Stormborne (4/1) Sparkshot [1+, 4 damage]
  • L5 Calamandra Moss (5/6) [1+]
  • Gorgon (2/1) Deathtouch [3 damage]
  • Sparring Partner (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

Game 18 Player 2, Turn 8

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Nimble Fencer
Martial Mastery
Spirit of the Panda (discard for MM1)
Rampant Growth
Martial Mastery (techn)
Stampede + Star-Crossed Starlet (MM1)

Events of Turn:


Upkeep:

  • Get Gold (10+2float+1scav)
  • Draw 1 techn
  • Heal 1
  • Choose to Tech 1 card in
All Teched Cards

Grounded Guide
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… (12)
  • Verdantly build tech 3 (7)
  • River (5)
  • Nimble Fencer (3)
  • Grave kills YT
  • Star-Crossed Starlet, trades with Plague Spitter, you get a card (1)
  • Fencer trades with your Grave, River to level 3
  • Worker (0)
Workers

Stampede, Merfolk Prospector, Playful PAnda, Forest’s Favor, Rich Earth, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: River (2/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Grave (4/5 lvl 7)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand
End of Turn Discard
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


Game 18 Player 2, Turn 8

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Nimble Fencer
Martial Mastery
Spirit of the Panda (discard for MM1)
Rampant Growth
Martial Mastery (techn)
Stampede + Star-Crossed Starlet (MM1)

Events of Turn:


Upkeep:

  • Get Gold (10+2float+1scav)
  • Draw 1 techn
  • Heal 1
  • Choose to Tech 1 card in
All Teched Cards

Grounded Guide
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… (12)
  • Verdantly build tech 3 (7)
  • River (5)
  • Nimble Fencer (3)
  • Grave kills YT
  • Star-Crossed Starlet, trades with Plague Spitter, you get a card (1)
  • Fencer trades with your Grave, River to level 3
  • Worker (0)
Workers

Stampede, Merfolk Prospector, Playful PAnda, Forest’s Favor, Rich Earth, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: River (2/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Grave (4/5 lvl 7)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Blademaster
Ironbark Treant
Spore Shambler
Blademaster

End of Turn Discard

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


P1T9


Tech StartingHand Workers

TECH
Sparring Partner


STARTING HAND
Gorgon
Plague Lab
Rampant Growth
Martial Mastery
Verdant Tree


WORKERS
Playful Panda
Forest’s Favor
Ironbark Treant
Tiger Cub
Spore Shambler
Merfolk Prospector


NextHand

Cursed Crow
Martial Mastery
Martial Mastery
Young Treant
Behind the Ferns


Tech 1 card(s)
Get Paid - ($10)
Orpal Gloor - ($8)
Calamandra kills River
Gorgon trades with Grave
Verdant Tree - ($6)
Gorgon - ($3)
Sparring Partner trains Orpal

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gorgon (2/4)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3)
  • Plague Lab (4)
  • L5 Calamandra Moss (5/3) [1+, 3 damage]
  • L5 Orpal Gloor (3/5) [+]
  • Sparring Partner (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10

This is some funky stuff lol

Game 18 Player 2, Turn 9

P2 [Growth]/Discipline/Finesse vs P1 [Feral]/Discipline/Disease

Starting Hand

Blademaster
Ironbark Treant
Spore Shambler
Blademaster

Events of Turn:


Upkeep:

  • Get Gold (11+1scav)
  • Heal 1
  • Choose to Tech 1 card in
All Teched Cards

Maestro
Grounded Guide
Martial Mastery
Blademaster x2
Grounded Guide, Maestro
Stampede, Spirit of the Panda
Martial Mastery, Nimble Fencer
Nimble Fencer, Star-Crossed Starlet


Main:

  • Blademaster (6)
  • Blademaster (0)
Workers

Stampede, Merfolk Prospector, Playful PAnda, Forest’s Favor, Rich Earth, Young Treant

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Blademaster (7/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Blademaster (7/5)

In Play:

  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Tiger Cub
Grounded Guide
Spore Shambler
Nimble Fencer

End of Turn Discard
My Thoughts

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.

Hopefully he didn’t draw Ferocity!