Interesting. Not thrilled about my worker choices, though. And I have no impactful cards in hand. Guess I’ll call on Prynn to help out. I’m not likely to draw a teched card, and certainly not both of them… guess I’ll aim for Tech IIs. Think I’ll try Hives this time.
Tiger Cub
Rampant Growth
Young Treant
Spirit of the Panda
Worker
Tiger Cub
Tech
Blooming Ancient 2X
Get paid ($7)
Worker ($7)
Hire Young Treant ($5) I draw
Build Tech 2: Growth ($1)
Float 1 gold
Squad leader: Young Treant (0/2)
Technician: Arg (1/4)
In play: Rich Earth
Base: 20
Tech 1: 5
Tech 2: 5
8 workers
Hand: 5
Deck: 5
Discard: 0
New Hand
Blooming Ancient
Huntress
Huntress
Playful Panda
Forest’s Favor
Thoughts
Next turn, I set up 2 5/5 Huntresses with support. That should be pretty hard to breach. I suspect that Merfolk Allies will make an excellent followup.
Blooming Ancient
Huntress
Huntress
Playful Panda
Forest’s Favor
Worker
Forest’s Favor
Tech
Murkwood Allies + Centaur
Get paid + float ($9)
Hire Blooming Ancient ($5)
Huntress ($3)
Huntress ($1)
Move the +1/+1 runes to one Huntress
Squad leader: Huntress (5/5)
Lookout: Huntress (3/3)
In play: Arg (1/3) Blooming Ancient (2/4) Rich Earth
Base: 20
Tech 1: 5
Tech 2: 5
8 workers
Hand: 3
Deck: 2
Discard: 4
New Hand
Rampant Growth
Blooming Ancient
Spirit of the Panda
Thoughts
If they don’t get rid of the Huntresses and Ancient (the only way I can see that happening is Rewind), then I can play my units in hand + Midori, then apply major pressure with towering units. If they do take care of them, I can still set some stuff back up. 10 gold is enough to get a good amount of scary Tech 2s up and running.
STARTING HAND
Hive
Temporal Research
Seer
Tinkerer
WORKERS
Forgotten Fighter
Hardened Mox
Neo Plexus
NextHand
Battle Suits
Plasmodium
Temporal Research
Hive
Tech 2 card(s)
Get Paid - ($8)
Drakk Ramhorn, midband - ($3)
Prynn trashes SQL
Seer trades with Lookout
Prynn kills Argagarg
Seer, add to Prynn - ($2)
Tinkerer, hasty - ($0)
Tinkerer adds to Prynn
Prynn trashes Ancient
Nullcraft hits your Tech II for 2 damage
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Seer (2/1) Frenzy 1
Lookout:
In Play:
Nullcraft (1/1) Flying, haste, stasis, frenzy 1
L6 Drakk Ramhorn (3/4)
L7 Prynn Pasternaak (3/4) [2 time]
Tinkerer (1/2) Haste, frenzy 1
Trashed:
Blooming Ancient
Huntress
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
This seems like a good time to prep Drakk for War Drums. Between the worker skipping and the expensive Hives/heroes, I’m feeling kind of pinched on gold… guess I’ll bring in some Mines.
GG. If you can’t outright remove her and get your stuff back, you want to apply pressure to make it hard to afford paying to maxband her and to make it hard for her to resupply time runes, or play units with untargetable or resist since she has to target units to remove them. I think Growth has an especially difficult time against her, but Balance has Potent Basilisk, and Feral can try to get by with Stalking Tiger.
Growth against Past + Future is rough. If you can’t make a board swing with the Ancient when it arrives, it can be trashed. Another option against Prynn is to go wide and not rely on a few (targetable, resist-less) lynchpin units. However, for Growth this probably means using Blooming Elm or MoLaC, which are vulnerable to Assimilate.
Hmm, I think I’ll branch out from Future spec this time, just for variety. … But,I can’t use Second Chances, especially now that he’s planning to go for Basilisks. Hmm… maybe I can do something with free Blood units and Rewind? Maybe not a bad idea, especially if he’s not going Growth for Artisan Mantis.
STARTING HAND
Tinkerer
Time Spiral
Nullcraft
Forgotten Fighter
Battle Suits
WORKERS
Hardened Mox
Battle Suits
NextHand
Neo Plexus
Crash Bomber
Time Spiral
Temporal Research
Nullcraft
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Tinkerer - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tinkerer (1/2A)
Elite:
Scavenger:
Technician:
Lookout:
Future:
Plasmodium [2 time]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
I don’t mind losing the Tinkerer to a Rampant Cub, but I just hope he doesn’t have Forest’s Favor in hand. Even if he does, my Tech I is safe and I won’t be giving away free levels.
Playful Panda
Ironbark Treant
Verdant Tree
Forest’s Favor
Merfolk Prospector
Worker
Verdant Tree
Tech
Circle of Life + Tiny Basilisk
Get paid ($6)
Worker ($5)
Build Tech 1 ($4)
Summon Midori ($2)
Tiger Cub receives the Forest’s Favor ($0)
Tiger Cub mauls the Tinkerer
Lookout: Young Treant (0/2)
In play: Midori (2/3) Tiger Cub (3/2)
Base: 20
Tech 1: 5
7 workers
Hand: 5
Deck: 3
Discard: 0
New Hand
Tiny Basilisk
Rampant Growth
Circle of Life
Ironbark Treant
Spore Shambler
Thoughts
Assuming Midori lives, I can probably pull either a 6/5 with Overpower or a Blooming Ancient on turn 3. Or a Mimic, then follow up with Maxband Midori + Flying Mimic. Or any of a number of other scary pressure options.
After paying for an expensiveTech II, having dirt-cheap tech II units on hand seems like a good idea. All the more so after dumping my hand to compete with his board advantage.