[Casual] Nekoatl vs ascendingPrime

P2T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Ironbark Treant - Tech 0
…Tiger Cub - Tech 0
Forest’s Favor - Magic
Young Treant - Tech 0
.Merfolk Prospector - Tech 0


DRAW DECK (bottom of turn, unordered)


WORKERS
…Tiger Cub - Tech 0


NextHand

Playful Panda - Tech 0
Spore Shambler - Tech 0
Verdant Tree - Tech 0
Rich Earth - Tech 0
Rampant Growth - Magic


Discard

Ironbark Treant - Tech 0
Forest’s Favor - Magic
Young Treant - Tech 0


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

scene opens w/ a woman walking through the woods
Summon Cali - ($2)

cut to a mer-man surveying a newly constructed village
Hire Merfolk - ($1)
Build T1 - ($0)

the merman walks to the river, starts to pan for gold
Patrol merfolk (scav)

Float ($0)
Discard 3, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk (1/1; exh -> gain 1.g)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cali (2/3; lvl.1)

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: -
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

(poor)attempt at mind-reading Nekoatl(Feral+peace+blood)

Feral peace blood, what does that say to me. Obvious things are maximize
Drakk w/ cadet + allies, potentially with behind the ferns as well.
Also possible, bugbladder combined with allies. Each of these also
pair well w/ Moss ancient, potentially executed via feral strike or
tech-lab alongside pirate-commander.

This is re-enforced by the super-eco turn 1, likely to help fund
the very pricey allies.

Last Turn

Plan - so I kind of want to do verdant tree, into allies, into insta-build
T2 + might of leaf and claw. This will be tricky though, b/c my opponent
is trying something similar I think. The difference is I can salt neko’s
earth (w/ nature!)


  • Centar + galina
  • Tiny-B + Ferns / Ferocity
  • Allies + Reclaims (for rich earth)
  • might + rhino
  • ? + ?

cost tallies

neko-t.1
eco : arm : kil : kil/arm
$03 : $01 : $00 : 0.00

me-t.1
eco : arm : kil : kil/arm
$01 : $04 : $00 : 0.00

"P1T2


Tech StartingHand Workers

[spoiler]TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Rampant Growth
Tiger Cub
Forest’s Favor
Ironbark Treant


WORKERS
Spore Shambler
Tiger Cub

----------[/spoiler]

NextHand

[spoiler]Verdant Tree
Young Treant
Forest’s Favor
Playful Panda

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($5)
Prospector finds gold! - ($6)
Ironbark Treant - ($3)
Worker
Tech I - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2Ax3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[/details]
"

FYI - I think your tower is supposed to cost 4, b/c the
broken-suit penalty is on your first building (even if it
isn’t a tech building). Ya, pg.12 of the rulebook, tech
building or add-on (so you could play verdant tree at face
value even though that is a “building”).

Anyway, if you want to re-do your turn thats cool, or if you
want to just build your T1 for 2.g thats cool too.

P2T2


Tech StartingHand DrawDeck Workers

TECH
Centar
Nature Reclaims


STARTING HAND
.Playful Panda - Tech 0
…Spore Shambler - Tech 0
Verdant Tree - Tech 0
.Rich Earth - Tech 0
Rampant Growth - Magic


DRAW DECK (bottom of turn, unordered)
Forest’s Favor - Magic
Young Treant - Tech 0
Centar


WORKERS
…Tiger Cub - Tech 0
…Spore Shambler - Tech 0


NextHand

Nature Reclaims
Verdant Tree - Tech 0
Rampant Growth - Magic
Ironbark Treant - Tech 0


Discard

Tech 2 card(s)
Get Paid - ($6)
Upgrade Rich Earth - ($3)
Worker - (free)

Merman finds gold in the river
exh Merfolk - ($4)

summon panda - ($2)
panda arrives: summon wisp

build Heros Hall - ($0)

patrol wisp (SL)
patrol cali (tech)

Float ($0)
Discard 2, Reshuffle, Draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: wisp (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Cali (2/3; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)
  • Merfolk (1/1; exh -> gain 1.g)
  • Lil Panda (2/2)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heros Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

Based on the play I’ve seen, just a super defensive eco-focused style.
Something I hadn’t considered before, Knights main drawback is their
cost, but if you have tons of gold their card economey is fantastic.
This is a turn away at least though (skip T1). At this point I just
need to not get complacient that I’m against mono-green. Bloodlust +
Drakks max-band give Neko’s deck some explosive potential.

Last Turn

Bumped up Nature Reclaims to cut-off Rich Earth as soon as possible.
Heros hall ensures I can use it even if Cali remains (also, since I
am planning on delyaing T2 to be a surprise, the extra hero-flex is
good). Centars are just good bodies, and since I’m expecting a bunch
of minis overpower is a good choice. Tower means I will need ferns to
keep my own minis alive.

Plan

x Centar + Nature Reclaims

  • Centar + Allies
  • might + Ferns
  • rhino + ?
  • ? + ?

cost tallies

neko-t.2
eco : arm : kil : kil/arm
$03 : $07 : $00 : 0.00

me-t.2
eco : arm : kil : kil/arm
$07*: $06 : $00 : 0.00
*was actually 2 last turn on account of the T1

Oh, that’s right… good catch. I switched to Tech I for simplicity and adjusted my codex cards to tech I units.

"P1T3


Tech StartingHand Workers

[spoiler]TECH
Ferocity
Behind the Ferns


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


WORKERS
Spore Shambler
Tiger Cub
Playful Panda

----------[/spoiler]

NextHand

[spoiler]Ferocity
Overeager Cadet
Rampant Growth

----------[/spoiler]

Tech 2 card(s)
Get Paid + Float - ($7)
Merfolk finds gold! - ($8)
Verdant Tree - ($6)
Young Treant - ($4)
Overeager Cadet
Tower - ($1)
Ironbark kills Wisp
Worker

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Verdant Tree (3) Healing 1
  • Merfolk Prospector (1/1)
  • Ironbark Treant (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Hoping to draw both Behind the Ferns and Ferocity for some sneaky assassination of my own.

"

P2T3


Tech StartingHand DrawDeck Workers

TECH
Centar
Allies


STARTING HAND
.Nature Reclaims
Verdant Tree - Tech 0
Rampant Growth - Magic
…Ironbark Treant - Tech 0


DRAW DECK (bottom of turn, unordered)
Centar
Allies
Rampant Growth - Magic


WORKERS
…Tiger Cub - Tech 0
…Spore Shambler - Tech 0
…Ironbark Treant - Tech 0


NextHand

Forest’s Favor - Magic
Young Treant - Tech 0
Centar
Verdant Tree - Tech 0


Discard

Tech 2 card(s)
Get Paid - ($7)
Worker - (free)

Merman finds more gold in the river
exh Merfolk - ($8)

A Dragon flys over your land, burning it, before landing on my side of the river
Summon Midori - ($6)
Midori casts Nature Reclaims - ($4)
trash your rich earth & nature reclaims

Merfolk honors Woman with a ceremonial knife
buy 2.lvl for Cali (mid-band) - ($2)

Woman kills a wayword soldier lost in the forest
Cali atk Cadet
3dam to cadet, dies, you draw; 2dam + 1tower to Cali

Woman returns with a scalp, Merfolk honors her with a headdress
buy 2.lvl for Cali (max-band, heals) - ($0)

Panda wanders to the waterfront
patrol panda (SL)

Dragon lands, begins to change into a Man
patrol Midori (tech)

Float ($0)
Discard 2, Draw 3, Reshuffle, Draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Lil Panda (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Midori (2/3; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)
  • Merfolk (1/1; exh -> gain 1.g)
  • Cali (4/5; lvl.5)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heros Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

Cadet was expected, verdant tree was not. Feral, and maybe peace,
seem like the only specs that would benefit from healing, but that
doesn’t make a lot of sense to me. Also I don’t have any massive
tech lock down that would make insta-build super important (ie
quakes). At a guess, this will be for a T3 rush around worker 10.

Last Turn

So the other way I thought of playing this turn is have panda clear
young treant and have the merfolk trade. This would have been a
double blow to Neko’s income, having to pay for workers again plus
losing the psudo-worker is -2.g per turn. The trouble is it would
have left Cali on 1 health and midori as my only blocker. This seemed
a bit too thin now that T1’s are out. Also, this way I can spend 4.g
on a T2 unit next turn card free and get some hand size back.

Plan

x Centar + Nature Reclaims
x Centar + Allies

  • might + Ferns
  • rhino + ?
  • ? + ?

cost tallies

neko-t.3
eco : arm : kil : kil/arm
$03 : $14*: $00 : 0.00

me-t.3
eco : arm : kil : kil/arm
$07 : $12^: $00 : 0.00
*a bit arbitray, but I consider the “cost” of the wisp from panda as it arriving
exhausted which, since it is a non-permenant effect, is “free” is this counting
^since cadets are 0.g they don’t add to kill totals …which seems wrong.
I wonder if I should add card trackers for army and kill?

"P1T4


Tech StartingHand Workers

[spoiler]TECH
Brave Knight
Brave Knight


STARTING HAND
Rampant Growth
Overeager Cadet
Ferocity
Behind the Ferns


WORKERS
Spore Shambler
Tiger Cub
Playful Panda
Rampant Growth

----------[/spoiler]

NextHand

[spoiler]Forest’s Favor
Ferocity

----------[/spoiler]

Tech 2 card(s)
Get Paid + float - ($8)
Calamandra Moss - ($6)
Behind the Ferns - ($4)
Ferocity - ($2)
Ironbark swiftly and silently kills Midori, you get $1
Merfolk swiftly and silently kills Merfolk
Overeager Cadet
Worker - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2) Resist 1, Stealth
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2) Resist 1, Stealth
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3) Healing 1
  • Merfolk Prospector (1/1) Resist 1, Stealth
  • Ironbark Treant (3/2) Resist 1, Stealth
  • L3 Calamandra Moss (3/4)
  • Behind the Ferns
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Teching Knights to try to replenish hand size over time. As disappointing as it is to lose Rich Earth, I’m actually relieved to see a Moment’s Peace pass on, as it means at least one of my Garrisons will be safe from getting trashed.

"

P2T4


Tech StartingHand DrawDeck Workers

TECH
Panda Spirit
Ferns


STARTING HAND
Forest’s Favor - Magic
…Young Treant - Tech 0
.Centar
Verdant Tree - Tech 0
Centar (tech draw)


DRAW DECK (bottom of turn, unordered)
Panda Spirit
Forest’s Favor - Magic
Verdant Tree - Tech 0


WORKERS
…Tiger Cub - Tech 0
…Spore Shambler - Tech 0
…Ironbark Treant - Tech 0
…Young Treant - Tech 0


NextHand

Allies
Rampant Growth - Magic
Centar
Ferns
Merfolk (1/1; exh -> gain 1.g)


Discard

Tech 2 card(s)
Get Paid - ($8)
Tech Draw
Worker - (free)

Summon Arg - ($6)
arrives: summon wisp

Abandon Heros Hall
my base takes 2dam

Build Tower - ($3)

Hire Centar - ($0)

Cali atk Young Treant
4dam, treant dies, you get 1.g; 1dam to calie from tower

Patrol Centar (SL)
Patrol wisp (elite)
Patrol Panda (scav)
Patrol Arg (tech)

Float ($0)
Discard 3, Draw 2, Reshuffle, Draw


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centar (3/4+a; overpower)
  • :psfist: [I]Elite[/I]: Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Lil Panda (2/2)
  • :pschip: [I]Technician[/I]: Arg (1/3; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)
  • Cali (4/4; lvl.5)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

Signs are hazey, come back later.

Last Turn

Hmm… so that is anoying. Worst part is the merfolk kill
ruins my initial plan. Also the base damage from Tower switch
is unfortunate but not terrible. Pushed back Might to give myself
a chance to get verdant tree and allies out. Panda to pair with
a tiger hopefully.

Plan

x Centar + Nature Reclaims
x Centar + Allies
X Panda Spirit + Ferns

  • rhino + might
  • ? + ?

cost tallies

neko-t.4
eco : arm : kil : kil/arm
$04 : $20 : $05 : 0.25

me-t.4
eco : arm : kil : kil/arm
$07 : $20 : $02 : 0.10

"P1T5


Tech StartingHand Workers

[spoiler]TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Forest’s Favor
Ferocity


WORKERS
Spore Shambler
Tiger Cub
Playful Panda
Rampant Growth

----------[/spoiler]

NextHand

[spoiler]Overeager Cadet
Brave Knight

----------[/spoiler]

Discard

[spoiler]Young Treant
Ferocity
Forest’s Favor
Flagstone Garrison
Flagstone Garrison

----------[/spoiler]

Tech 2 card(s)
Get Paid + float + Scavanger - ($10)
Ferocity - ($8)
Forest’s Favor: Ironbark - ($6)
Ironbark swiftly pierces Centaur’s armor, takes an arrow
Cadet swiftly and stealthily kills Panda, you get $1… but in his eagerness was spotted by your Tower
Calamandra kills Argagarg, you draw 1
Merfolk swiftly and stealthily kills Wisp, Tower was too distracted by Cadet to shoot
Verdant Tree blooms
Tech II - ($2)
General Onimaru arrives and thanks the Tree for its support - ($0)

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: L1 General Onimaru (3/3) Frenzy 1
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3) Healing 1
  • Merfolk Prospector (1/1) Resist 1, Stealth
  • Ironbark Treant (4/2) Resist 1 [1+, 1dmg]
  • L5 Calamandra Moss (4/5)
  • Behind the Ferns
  • Overeager Cadet (2/1) Resist 1, Stealth [1dmg]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Teching up because I have no units left to block with, so I need a 2nd hero. I’m tempted to sacrifice Onimaru as a Technician, but as Elite with Tower support, he threatens to take down Calamandra, should she attack (though of course Forest’s Favor would allow her to survive). Since I have a Tech II now, I’ll go for Garrisons to start the engine.

"

Sorry for the delay, was traveling for new years. Although if
I’m being honest you have pretty well disrupted my original plan
so a fair amount of thought and adjustment was also required.

P2T5


Tech StartingHand DrawDeck Workers

TECH
Moments Peace
Moments Peace


STARTING HAND
Allies
…Rampant Growth - Magic
.Centar
Ferns
.Merfolk (1/1; exh -> gain 1.g)
.Verdant Tree - Tech 0 (tech draw)


DRAW DECK (bottom of turn, unordered)
Lil Panda (2/2)
Centar (3/4+a; overpower)
Moments Peace
Ferns


WORKERS
…Tiger Cub - Tech 0
…Spore Shambler - Tech 0
…Ironbark Treant - Tech 0
…Young Treant - Tech 0
…Rampant Growth - Magic


NextHand

Panda Spirit
Forest’s Favor - Magic
Allies
Moments Peace


Discard

Tech 2 card(s)
Get Paid - ($9)
Scav gold - ($10)
Tech Draw
Worker - (free)

Cali summons Stalking Tiger - ($6)

Hire Merfolk - ($5)

Hire Centar - ($2)

Build Verdant Tree - ($0)

Patrol Centar (SL)
Patrol Merfolk (scav)
Patrol Stalking Tiger (tech)

Float ($0)
Discard 2, Draw 2, Reshuffle, Draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centar (3/4+a; overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk (1/1; exh -> gain 1.g)
  • :pschip: [I]Technician[/I]: Stalking Tiger (4/4; atk unit -> stealth; feral hero -> invisible)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)
  • Verdand Tree (-/3; building; heal.1; exh: insta-build tech)
  • Cali (4/4; lvl.5)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

I assume peace is for barriks, hopefully moments peace will
address this.

Hey, I just noticed, at least that last turn involved a skipped worker

Last Turn

So my plan is blown out of the water. At this point the goal
is to stall into tech 3 using moments peace. I think my T2 will
be Feral, b/c Moss is cheaper than T-rex, but the true goal
is feral strike.

Looking back, I think it would have been better to do the trade on
turn 3. I ended up losing my units anyways and with ferocity there
was little cost to Neko

So the other way I thought of playing this turn is

  • 5.g cali casts allies for frogs
  • 3.g centar
  • 2.g verdant tree
    …this plan floods the patrol zone. W/ ferns in play this isan’t
    as good as it could be, but it also lets me threaten a counter strike
    w/ frogs (they would all die, but I could take some units off the field)

The way I resolved this is… I can’t really justify this actually, but
this seems to give me more options.

  • verdant tree + my eco lets me insta build T3, which is scary
  • tiger + cali staying alive will give me 2 stealth units to kill cali
  • centar will let me clear some of the chumps, which is ok
  • not visible, but assuming a massive barricks build up, I can
    moments peace to freeze that.

Plan

x Centar + Nature Reclaims
x Centar + Allies
X Panda Spirit + Ferns
X moments peace + moments peace

  • moss + feral strike

cost tallies

neko-t.5
eco : arm : kil : kil/arm
$08 : $24 : $12 : 0.50

me-t.5
eco : arm : kil : kil/arm
$07 : $30 : $02 : 0.07

I have had some amazing draws this game, so I’d imagine defending has been rough… but I feel like you might be starting to turn things around. In any case, no apology is necessary.

"P1T6


Tech StartingHand Workers

[spoiler]TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Brave Knight
Overeager Cadet


WORKERS
Spore Shambler
Tiger Cub
Playful Panda
Rampant Growth

----------[/spoiler]

NextHand

[spoiler]Ironbark Treant
Brave Knight
Brave Knight

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($8)
Ironbark and Cadet apply Tree sap to their wounds
Level Onimaru x7 - ($1)
In a frenzy of rage, Onimaru kills Centaur and takes an arrow
Ironbark trades with Tiger
Calamandra kills Merfolk, takes an arrow
Cadet stealthily chops at your Tree, takes an arrow
Merfolk stealthily chops down your Tree, escapes detection
Overeager Cadet

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3) Healing 1
  • Merfolk Prospector (1/1) Resist 1, Stealth
  • L8 General Onimaru (4/1) Frenzy 1, Readiness [4dmg]
  • L5 Calamandra Moss (4/3) [2dmg]
  • Behind the Ferns
  • Overeager Cadet (2/1) Resist 1, Stealth [1dmg]
  • Soldier (1/1) Sparkshot, Resist 1, Stealth
  • Soldier (1/1) Sparkshot, Resist 1, Stealth
  • Soldier (1/1) Sparkshot, Resist 1, Stealth
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Because my Tower can only detect one, I don’t want to leave 2 stealth threats in play, so I’ll sacrifice my Ironbark to remove the Tiger. I’m teching Sergeants to complete the draw engine combo.

"

The holidays feel great, but there is no doubt they are
also disruptive. I think things are back to normal though (now)

P2T6


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
…Panda Spirit
.Forest’s Favor - Magic
Allies
Moments Peace
Ferns (tech draw)


DRAW DECK (bottom of turn, unordered)
Centar (3/4+a; overpower)
Merfolk (1/1; exh -> gain 1.g)
Stalking Tiger (4/4; atk unit -> stealth; feral hero -> invisible)
Verdand Tree (-/3; building; heal.1; exh: insta-build tech)
Forest’s Favor - Magic
Ferns


WORKERS
…Tiger Cub - Tech 0
…Spore Shambler - Tech 0
…Ironbark Treant - Tech 0
…Young Treant - Tech 0
…Rampant Growth - Magic
…Panda Spirit


NextHand

Lil Panda (2/2)
Centar (3/4+a; overpower)
Moments Peace
Allies
Moments Peace


Discard

Tech 0 card(s)
Get Paid - ($10)
Scav - ($11)
Tech Draw
Worker - (free)

Build T2 (feral) - ($7)
Cali summons another Stalking tiger - ($3)
Cali casts forest’s favor on herself - ($1)

Patrol Tiger (tech)

Float ($1)
Discard 3, Draw 3, Reshuffle, Draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Stalking Tiger (4/4; atk unit -> stealth; feral hero -> invisible)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)
  • Cali (5/5; lvl.5; w/ 1x(+/+))

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

So the double worker skip really feels significant, but I’m not
sure what it means (even floated a gold).

Next turn I’m expected Oni to trade into tiger, Drakk brought out
and a massive atk. I don’t think my T2 or tower survives, but
hopefully I am able to bring out Midori w/ peace to cut that off
the turn after, then use my massive eco to power allies and centars
into T3 and feral strike to close(?)

Last Turn

So I’m pretty sure I’ve lost this one. I’m not completly out,
and Neko is basically all-in-ing on this strategy right now so
if I can string things along long enough the wheel may come back
around for me w/ a peace-lock down into T3, but I’d say the odds
are less than 1 in 3.

Looking back, I think the issue here is that I was too passive
(which is a known flaw in my play-style). The place to preassure,
especially against an off-suit deck, is when they build T1 / pay the
penalty. Trouble is there was a 5HP ironbark in SL at that point,
so I’m not sure what I was to do with that (mid-cali + rampant growth to
clear it I guess, but that would mean not getting rich earth). Also
I’m not sure if the nature reclaims was worth it. Given that Neko has
stopped working there may be a smell of blood in the water, but this also
could be the “darkest before the dawn” moment.

Plan

holding off b/c w/ the tree kill I can’t build T3 yet and I don’t
want the bloat blocking my centars & peaces
x Centar + Nature Reclaims
x Centar + Allies
X Panda Spirit + Ferns
X moments peace + moments peace

  • moss + feral strike

cost tallies

neko-t.6
eco : arm : kil : kil/arm
$08 : $31 : $22 : 0.71

me-t.6
eco : arm : kil : kil/arm
$11 : $36 : $07 : 0.19

"P1T7


Tech StartingHand Workers

[spoiler]TECH
Crash Bomber
Crash Bomber


STARTING HAND
Brave Knight
Brave Knight
Ironbark Treant


WORKERS
Spore Shambler
Tiger Cub
Playful Panda
Rampant Growth
Ironbark Treant

----------[/spoiler]

NextHand

[spoiler]Ferocity
Forest’s Favor

----------[/spoiler]

Discard

[spoiler]Overeager Cadet
Overeager Cadet
Crash Bomber
Crash Bomber

----------[/spoiler]

Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Cadets trade with Tiger, take an arrow, you draw
Calamandra breaks Tower, takes an arrow, your base to 16
Onimaru breaks Tech II, your base to 14
Prospector finds gold! - ($9)
Soldiers march on your base, reduce it to 11
Brave Knight - ($6)
Brave Knight - ($3)

Float ($3)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Brave Knight (3/3) Readiness, Resist 1, Stealth
  • :pschip: [I]Technician[/I]: Brave Knight (3/3) Readiness, Resist 1, Stealth
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3) Healing 1
  • Merfolk Prospector (1/1) Resist 1, Stealth
  • L8 General Onimaru (4/2) Frenzy 1, Readiness [3dmg]
  • L5 Calamandra Moss (4/3) [2dmg]
  • Behind the Ferns
  • Soldier (1/1) Sparkshot, Resist 1, Stealth
  • Soldier (1/1) Sparkshot, Resist 1, Stealth
  • Soldier (1/1) Sparkshot, Resist 1, Stealth
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 5
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9
Thoughts

Teching Bombers as cheap units for the engine.

"

EDIT - added to thoughts

P2T7


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
…Lil Panda (2/2)
.Centar (3/4+a; overpower)
Moments Peace
.Allies
Moments Peace
Ferns (tech draw)


DRAW DECK (bottom of turn, unordered)


WORKERS
…Tiger Cub - Tech 0
…Spore Shambler - Tech 0
…Ironbark Treant - Tech 0
…Young Treant - Tech 0
…Rampant Growth - Magic
…Panda Spirit
…Lil Panda (2/2)


NextHand

Centar (3/4+a; overpower)
Merfolk (1/1; exh -> gain 1.g)
Stalking Tiger (4/4; atk unit -> stealth; feral hero -> invisible)
Verdand Tree (-/3; building; heal.1; exh: insta-build tech)
Forest’s Favor - Magic


Discard

Stalking Tiger (4/4; atk unit -> stealth; feral hero -> invisible)
Allies
Moments Peace
Moments Peace
Ferns


Tech 0 card(s)
Get Paid + Float - ($12)
Tech Draw
Worker - (free)

Cali casts Allies (beast) - ($7)
Cali summons predator tiger - ($3)
Hire Centar - ($0)

Patrol Beast (SL)
Patrol Centar (scav)
Patrol tiger (lookout)

ReBuild T2

Float ($0)
Discard 3, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Beast (4/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Centar (3/4; overpower)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Predator Tiger (4/4; unstoppable by T0; dam base -> trash a worker)
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)
  • Cali (5/5; lvl.5; w/ 1x(+/+))

[B]Buildings:[/B]

  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (feral)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: -
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 12
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

So not what I expected.

Last Turn

The other way I thought of running this turn was

  • cali brings in a pred tiger (SL)
  • centar (tech)
  • rebuild tower
  • ferns
    …the thinking is that the combo of Cali + centar + ferns forces
    neko to deal w/ either centar or cali, b/c otherwise I kill their
    cali next turn and wind goes out of the sail on this strat. The
    trouble is it is also a bit of a “treading water” strat.

This way

  • boosted allies
  • centar
  • cali kills knight
    …at least I’m cleaning the board somewhat and developing an ability
    to do more next turn. It is vulnerable to ferocity though

Third way… K, I talked myself into this one

  • allies (beast) (SL)
  • centar (scav)
  • cali summons pred tiger (lookout)
    …I’m not as vulnerable to ferocity this way, still threatening
    counter-atk next turn (forcing blockers?) and keeps cali at full
    health (since I lost out on both peace’s last turn).

…well I just realized the only way to avoid lethal is build a tower and kill a night; lets see if they see it too (I’m guessing yes)

Plan

Next turn, hopefully, I will be able to play my hand and get some
damage in, setting up for T3. Holding off tech until b/c T2 busted.

x Centar + Nature Reclaims
x Centar + Allies
X Panda Spirit + Ferns
X moments peace + moments peace

  • moss + feral strike

cost tallies

neko-t.7
eco : arm : kil : kil/arm
$09 : $37 : $36 : 0.97

me-t.7
eco : arm : kil : kil/arm
$11 : $48 : $07 : 0.15

Dealing with those patrollers looks like a pain, so I’d like to just ignore them, but my stealthy units only have a combined 10 attack versus your base’s 11 HP. But, a bit of juggling gets around that problem:

"P1T8


Tech StartingHand Workers

[spoiler]TECH
War Drums
War Drums


STARTING HAND
Ferocity
Forest’s Favor


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

----------[/spoiler]

NextHand

[spoiler]Drill Sergeant
Drill Sergeant
Young Treant

----------[/spoiler]

Discard

[spoiler]Overeager Cadet
Overeager Cadet
Crash Bomber
Crash Bomber
Ferocity
War Drums
War Drums

----------[/spoiler]

Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Onimaru trades with Beast, levels fizzle
Brave Knights stealthily joust your base to 5
Drakk Ramhorn takes Onimaru’s place - ($9)
Level Drakk x3, granting Frenzy 1 to my units which removes Stealth from my Knights - ($6)
Soldiers stealthily charge your base, finishing it. GG

Float ($6)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3) Healing 1
  • Merfolk Prospector (2/1) Frenzy 1, Resist 1, Stealth
  • L4 Drakk Ramhorn (2/3)
  • L5 Calamandra Moss (4/4) [1dmg]
  • Behind the Ferns
  • Soldier (2/1) Sparkshot, Frenzy 1, Resist 1, Stealth
  • Soldier (2/1) Sparkshot, Frenzy 1, Resist 1, Stealth
  • Soldier (2/1) Sparkshot, Frenzy 1, Resist 1, Stealth
  • Brave Knight (4/3) Readiness, Frenzy 1, Resist 1
  • Brave Knight (4/3) Readiness, Frenzy 1, Resist 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 6
  • Workers: 10
Thoughts

Alternately, I could have just played Forest’s Favor on a Soldier instead of turning it into a worker, but that’s less interesting and would have been counterable by a Tower, whereas this is not and doesn’t rely on the lucky draw.

"

Well fought, but I guess there was just too much pressure to deal with after all. Sorry for the extreme luck on my part. Do you want a rematch as player 1?

Edit: In retrospect, it might have been worth spending a Nature Reclaims to get rid of that Behind the Ferns, just because it was giving you so much trouble.

GG, you also could have discarded 2 cards to give cali stealth, which would have given you 14 dam. I realized after I posted that the only way to block lethal was kill a knight and rebuild tower.

I would be up for a 2nd game, I do like to play them in pairs. You can read my thoughts if you want, it was interesting. I was planning on using allies + verdant tree to insta-build T2 and play might of leaf and claw and swarm you w/ 6/6 frogs. The trouble is nature reclaims put me a turn behind and I started behind as P2 and your double-ferocity hit a turn or two earlier then I was ready.

Let me reset my board, T1P1 incoming.

1 Like

P1T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Forest’s Favor - Magic
Rampant Growth - Magic
.Ironbark Treant - Tech 0
Spore Shambler - Tech 0
…Playful Panda - Tech 0


DRAW DECK (bottom of turn, unordered)


WORKERS
…Playful Panda - Tech 0


NextHand

Merfolk Prospector - Tech 0
Tiger Cub - Tech 0
Young Treant - Tech 0
Verdant Tree - Tech 0
Rich Earth - Tech 0


Discard

Forest’s Favor - Magic
Rampant Growth - Magic
Spore Shambler - Tech 0


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)

Hire Ironbark - ($0)

Patrol Ironbark (SL)

Float ($0)
Discard 3, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/2+aaa)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: -
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

So last time Neko played the same strat for both games. Also,
for all games, Neko played a strat that leaned heavy on T1 units.

Last Turn

Plan

So this time I’m thinking… balance for T2
For spells… I’m thinking circle of life, then peace

cost tallies

me-t.1
eco : arm : kil : kil/arm
$01 : $03 : $00 : 0.00

neko-t.0
eco : arm : kil : kil/arm
$00 : $00 : $00 : 0.00

"P2T1


StartingHand Workers

[spoiler]STARTING HAND
Playful Panda
Spore Shambler
Verdant Tree
Young Treant
Ironbark Treant


WORKERS
Spore Shambler

----------[/spoiler]

NextHand

[spoiler]Tiger Cub
Forest’s Favor
Merfolk Prospector
Rampant Growth
Rich Earth

----------[/spoiler]

Discard

[spoiler]Young Treant
Verdant Tree
Ironbark Treant

----------[/spoiler]

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Calamandra Moss - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
  • L1 Calamandra Moss (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I’m not a big Panda fan outside of Growth builds, but a Wisp seems perfect for taking the hit from a buffable Ironbark, and I can still afford a hero.

"

EDIT - corrected worker count to 6

P1T2


Tech StartingHand DrawDeck Workers

TECH
Galina
Tiny-B


STARTING HAND
…Merfolk Prospector - Tech 0
Tiger Cub - Tech 0
.Young Treant - Tech 0
Verdant Tree - Tech 0
.Rich Earth - Tech 0
Tiny-B (treant draw)


DRAW DECK (bottom of turn, unordered)
Verdant Tree - Tech 0
Tiny-B (treant draw)


WORKERS
…Playful Panda - Tech 0
…Merfolk Prospector - Tech 0


NextHand

Forest’s Favor - Magic
Rampant Growth - Magic
Spore Shambler - Tech 0
Galina
Tiger Cub - Tech 0


Discard

Tech 2 card(s)
Get Paid - ($5)

Rich Earth - ($2)
Worker - (free)

Hire Young Treant - ($0)
reshuffle, draw 1

Patrol Young Treant (SL)
Patrol Ironbark (tech)

Float ($0)
Discard 3, Draw 4, Reshuffle, Draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+a; can’t atk)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Ironbark (1/2+aa)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

(poor) mind-reading Nekoatl(Feral+peace+blood)

signs are hazey

Last Turn

So normally I like to build tech-1 on T2 and set myself up for
a possible double drop of T1 units, (which means not forcing the
deck cycle early). However I think green is deffensive enough
(and slow enough on my opponents end) that I can get away w/
everything 1 turn delayed, square away my eco now, and circle of
life into some powerful T2 units early then Neko will be ready
for it. Again, I’m guessing they will try to win at T1, so I’m
looking to clear the decks next turn + build a T1, and then
hopefully keep even until I can get a big rhino out.

Plan

X - Galina + Tiny-B

  • Huntress + Circle
  • Centar + Peace
  • Potent-B + Ferns
  • Chameleon/Farie Dragon + ?

cost tallies

me-t.2
eco : arm : kil : kil/arm
$04 : $05 : $00 : 0.00

neko-t.1
eco : arm : kil : kil/arm
$01 : $04 : $00 : 0.00

"P2T2


Tech StartingHand Workers

[spoiler]TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Tiger Cub
Merfolk Prospector
Rich Earth
Forest’s Favor
Rampant Growth


WORKERS
Spore Shambler
Tiger Cub

----------[/spoiler]

NextHand

[spoiler]Rampant Growth
Forest’s Favor
Verdant Tree
Overeager Cadet

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($6)
Rich Earth - ($3)
Worker
Merfolk Prospector - ($2)
Tech I - ($0)
Calamandra and Panda kill Treant

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • L1 Calamandra Moss (2/3)
  • Playful Panda (2/2)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Even if Rich Earth gets trashed next turn, it’s still a $2 for $2 trade and protects a Garrison. Teching Cadets, 'cuz free units. I am a bit worried about Calamandra being taken down by a stealthy Ironbark, but with the $1 multicolor tax, building a Tower would mean skipping Rich Earth… and summoning Calamandra for Behind the Ferns would be an obstacle to trashing my upgrade.

"

P1T3


Tech StartingHand DrawDeck Workers

TECH
Huntress
Circle


STARTING HAND
Forest’s Favor - Magic
…Rampant Growth - Magic
.Spore Shambler - Tech 0
Galina
.Tiger Cub - Tech 0


DRAW DECK (bottom of turn, unordered)
Young Treant (0/2+a; can’t atk)
Circle
Forest’s Favor - Magic


WORKERS
…Playful Panda - Tech 0
…Merfolk Prospector - Tech 0
…Rampant Growth - Magic


NextHand

Verdant Tree - Tech 0
Tiny-B
Huntress
Galina


Discard

Tech 2 card(s)
Get Paid - ($6)
Worker - (free)

Hire Tiger Cub - ($4)
Hire Spore Shambler - ($1)

Build T1 - ($0)

Patrol Cub (SL)
Patrol Shambler (scav)
Patrol Ironbark (tech)

Float ($0)
Discard 2, Draw 2, Reshuffle, Draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Spore Shambler (2/3; 2x(+/+); exh||1.g -> mv +/+ to a unit)
  • :pschip: [I]Technician[/I]: Ironbark (1/2+aa)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

mind-reading Nekoatl

(Feral+peace+blood)

So I missed the rich-earth play first time I looked at this. That plus merfolk
== heavy eco-play. I think I am going up the same thing as last time.

Interesting question, cadets and ferns seemed to be the big things before (neither
of which is very expensive), so the gold sink is prob supposed to be knights
(and I just didn’t seem them much before b/c I disrupted eco).

at a guess, I will be facing
cadet + cadet
knight + fern
bomber + garrison
drill + drill/bomber
drum + ?

Means cadets should be hitting next, and ferns soon after…
I think I’m cool with that, if I galina + huntress next round that is 5HP, and
still leaves room for a T2. Turn after, CoL a damaged/exhausted T1 into a rhino
blocker just in time for ferns / knight and I’m in a good position to preassure
before garrisons pop. At that point I should also have peace to lock-down in
case there is ever a big garrison explosion. My push is a combo of flying/stealth
units/heros and try to land feral-strik on T3 to fin …seems like a plan.

Last Turn

So original plan had been to bring in Midori instead of tiger, however this
gives me the same atk power and I think playing anything but Cali early game is
a bit of a tell. This way I have lots of attackers next round so I should be
able to do some serious damage. Also w/ the 1.g transfer ability on shambler
I can atk and then get double work out of the runes. Also w/ this set-up I can
potentially get 5atk on ironbark or cub (w/ mid-midori) to wreck tech buildings.

I would have liked to send treant to the mines, but it looks like it will need
to be verdant tree (need to keep my T1 around for expected heavy preassure these
next 2 rounds). Luckly w/ circle coming in hand after next, I’m cool double
dropping next round if I need to and still get a big rhino the turn after.

Plan

X Galina + Tiny-B
X Huntress + Circle

  • Centar + Peace
  • Potent-B + Ferns
  • Chameleon/Farie Dragon + Feral Strike

cost tallies

me-t.3
eco : arm : kil : kil/arm
$05 : $10 : $00 : 0.00

neko-t.2
eco : arm : kil : kil/arm
$06 : $05 : $02 : 0.40