[Casual] Nekoatl vs ascendingPrime

"P2T3


Tech StartingHand Workers

[spoiler]TECH
Ferocity
Behind the Ferns


STARTING HAND
Forest’s Favor
Rampant Growth
Verdant Tree
Overeager Cadet


WORKERS
Spore Shambler
Tiger Cub
Forest’s Favor

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

NextHand

[spoiler]Overeager Cadet
Ironbark Treant
Young Treant

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

Discard

[spoiler]Rampant Growth
Verdant Tree
Ferocity
Behind the Ferns

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

Tech 2 card(s)
Get Paid - ($7)
Overeager Cadet
Level Calamandra - ($5)
Calamandra kills Tiger
Calamandra kills Tiger
Worker
Rampant Growth: Panda - ($3)
Panda kills Shambler, you gain $1
Tower - ($0)
Merfolk finds gold! - ($1)

Float ($1)
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]: Wisp (0/1) Resist 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • L3 Calamandra Moss (3/2) [2dmg]
  • Playful Panda (2/2) Resist 1
  • Merfolk Prospector (1/1) Resist 1
  • Overeager Cadet (2/2) Resist 1
    [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: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Going for the Feral power combo again and activating stealth countermeasures. I’m choosing to keep Growth over Favor for its ability to counter Tiny Basilisk.

"

P1T4


Tech StartingHand DrawDeck Workers

TECH
Potent-B
Peace


STARTING HAND
…Verdant Tree - Tech 0
Tiny-B
.Huntress
Galina


DRAW DECK (bottom of turn, unordered)
Tiger Cub (2/2+a)
Spore Shambler (2/3; 2x(+/+); exh||1.g -> mv +/+ to a unit)
Potent-B
Tiny-B
Galina


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


NextHand

Young Treant (0/2+a; can’t atk)
Circle
Forest’s Favor - Magic
Peace


Discard

Tech 2 card(s)
Get Paid - ($7)
Scav - ($8)
Worker - (free)

Summon Arg - ($6)
arg arrives: summon wisp

Hire Huntress - ($4)

Build T2 - ($0) (Balance)

Patrol Ironbark (SL)
Patrol Arg (elite)
Patrol Wisp (scav)
Patrol Huntress (tech)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/2+aaa)
  • :psfist: [I]Elite[/I]: Arg (1+1/3; lvl.1)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Huntress (3/3; anti-air; sparkshot)
  • :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
  • :heart: Tech II HP: 5 (balance)

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

  • Hand: 4
  • Deck: 5
  • Disc: -
    [B]Gold:[/B]
  • Gold: -
  • Workers: 8
Thoughts

mind-reading Nekoatl

(Feral+peace+blood)

So next turn I’m expecting either ferns or ferocity. w/ ferocity I prob lose
my patrol, but hopefully I can draw into potent-b or (assuming huntress is skip)
do my rhino play. If ferns, there is enough dam showing to kill my T2, which
might mean I need to throw away arg to do the rhino play, but at lvl.1 against a
tower that should not be too hard.

guess> cadet + cadet
T.3 actual>> seen a cadet, so far consistent

guess> knight + fern
actual>>

guess> bomber + garrison
actual>>

guess> drill + drill/bomber
actual>>

guess> drum + ?
actual>>

Last Turn

So Neko is starting to get a scary amount of board presence. Even though I am
P1, by taking first movers-adv they are able to build up much more than me.

My ideal next turn is -atk w/ huntress so she stays alive (maybe use arg-mid),
summon midori (sweet T2), sac huntress into a rhino to block. 5.g-7.g play
depending on if I need to mid arg.

Plan

Moved up potent-b per able to get an early T2. This can counter ferns or rich
earth.
X Galina + Tiny-B
X Huntress + Circle
X Potent-B + Peace

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

cost tallies

number after the dash is cards
me-t.4
econ ::: army ::: kills :: kil/arm
$09-05 : $14-05 : $00-00 : 0.00-0.00

neko-t.3
econ ::: army ::: kills :: kil/arm
$06-04 : $10-03 : $12-03 : 1.20-1.00

"P2T4


Tech StartingHand Workers

[spoiler]TECH
Brave Knight
Brave Knight


STARTING HAND
Young Treant
Ironbark Treant
Overeager Cadet
Brave Knight


WORKERS
Spore Shambler
Tiger Cub
Forest’s Favor
Ironbark Treant

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

NextHand

[spoiler]Behind the Ferns
Brave Knight

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

Discard

[spoiler]Merfolk Prospector
Overeager Cadet

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

Tech 2 card(s)
Get Paid + float - ($9)
Overeager Cadet
Young Treant - ($7)
Worker
Brave Knight - ($4)
Calamandra and Panda kill Ironbark
Merfolk and Cadet kill Argagarg
Tech II - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3A) Readiness, Resist 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2) Resist 1
  • :pschip: [I]Technician[/I]: Wisp (0/1) Resist 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • L5 Calamandra Moss (4/5)
  • Playful Panda (2/1) Resist 1 [1dmg]
  • Overeager Cadet (2/2) 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: 2
  • Deck: 3
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I need a spell, which means I need to use Young Treant to fish my discard, but that means I don’t want to tech Garrisons yet (no Tree to speed construction). … No luck. I’ll stack my discard pile with low cost units to pair with Garrisons.

"

P1T5


Tech StartingHand DrawDeck Workers

TECH
Mimic
Farie Dragon


STARTING HAND
…Young Treant (0/2+a; can’t atk)
.Circle
Forest’s Favor - Magic
Peace


DRAW DECK (bottom of turn, unordered)
Potent-B


WORKERS
…Playful Panda - Tech 0
…Merfolk Prospector - Tech 0
…Rampant Growth - Magic
…Verdant Tree - Tech 0
…Young Treant (0/2+a; can’t atk)


NextHand

Tiger Cub (2/2+a)
Tiny-B
Spore Shambler (2/3; 2x(+/+); exh||1.g -> mv +/+ to a unit)
Galina


Discard

Ironbark (1/2+aaa)
Mimic
Farie Dragon
Huntress (3/3; anti-air; sparkshot)
Circle
Forest’s Favor - Magic
Peace


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

Summon Midori - ($6)

Midori casts circle of life on huntress - ($3)
huntress transforms into a giant rhino

Build Tower - ($0)

Patrol Rhino (SL)
Patrol wisp (scav)
Patrol Midori (tech)

Float ($0)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Big Rhino (7/8+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Midori (2/3; lvl.1)
  • :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
  • :heart: Tech II HP: 5 (balance)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: -
  • Workers: 9
Thoughts

mind-reading Nekoatl

(Feral+peace+blood)

So the spells didn’t happen as I was expecting, but the units are lining up
pretty close.

guess> cadet + cadet
T.3 actual>> seen a cadet, so far consistent

guess> knight + fern
T.4 actual>> seen a 2nd cadet and a knight, so far consistent

guess> bomber + garrison
actual>>

guess> drill + drill/bomber
actual>>

guess> drum + ?
actual>>

Last Turn

That worked out pretty well. The clear counter to this is kidnapping, but I
haven’t seen much Drakk play so I’m feeling kind of safe from this. Next turn
tiny-b can line of up the hero kill, plus galina for the income & CoL fodder,
plus maybe a max cali. turn after T3 and try to get the double T-Rex.

Plan

Given the tower and the fact that I was able to get potent-b early, opted for
flying over stealth as my atk vector
X Galina + Tiny-B
X Huntress + Circle
X Potent-B + Peace
X Farie Dragon + Mimic

  • Potent-B/Farie Dragon/Mimic + Feral Strike

cost tallies gold-cards

me-t.5
econ : army : kill : kil/arm
$09-06 : $24-05 : $01-02 : 0.04-0.40

neko-t.4
econ : army : kill : kil/arm
$10-05 : $17-06 : $17-05 : 1.00-0.83

"P2T5


Tech StartingHand Workers

[spoiler]TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Brave Knight
Behind the Ferns


WORKERS
Spore Shambler
Tiger Cub
Forest’s Favor
Ironbark Treant

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

NextHand

[spoiler]Verdant Tree
Ferocity
Rampant Growth

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

Discard

[spoiler]Merfolk Prospector
Overeager Cadet
Brave Knight
Flagstone Garrison
Flagstone Garrison

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

Tech 2 card(s)
Get Paid - ($9)
Behind the Ferns - ($7)
General Onimaru - ($5)
Calamandra summons Stalking Tiger - ($1)
Wisp stealthily and feebly attacks Rhino, gets shot by Tower
Brave Knight kills Midori, you draw 1
Cadet and Panda break Tower, your base to 18

Float ($1)
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]: Young Treant (0/2) Resist 1, Stealth
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • L5 Calamandra Moss (4/5)
  • Playful Panda (2/1) Resist 1, Stealth [1dmg]
  • Overeager Cadet (2/2) Resist 1, Stealth
  • Behind the Ferns
  • Brave Knight (3/1) Readiness, Resist 1, Stealth [2dmg]
  • L3 General Onimaru (2/3) Frenzy 1
  • Stalking Tiger (4/4) Invisible, 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: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Calamandra can’t attack, so I’ll summon a Tiger instead of playing the Brave Knight to recover my hand size a bit.

"

P1T6


Tech StartingHand DrawDeck Workers

TECH
Farie Dragon
Feral Strike


STARTING HAND
…Tiger Cub (2/2+a)
.Tiny-B
Spore Shambler (2/3; 2x(+/+); exh||1.g -> mv +/+ to a unit)
Galina
.Potent-B (tech draw)


DRAW DECK (bottom of turn, unordered)
Ironbark (1/2+aaa)
Farie Dragon
Forest’s Favor - Magic
Peace
Farie Dragon
Feral Strike
Galina


WORKERS
…Playful Panda - Tech 0
…Merfolk Prospector - Tech 0
…Rampant Growth - Magic
…Verdant Tree - Tech 0
…Young Treant (0/2+a; can’t atk)
…Tiger Cub (2/2+a)


NextHand

Mimic
Huntress (3/3; anti-air; sparkshot)
Circle
Spore Shambler (2/3; 2x(+/+); exh||1.g -> mv +/+ to a unit)


Discard

Tech 2 card(s)
Get Paid - ($9)
Draw 1
Worker - (free)

Hire Potent Basilisk - ($5)
arrives: destroy behind the ferns

Hire Tiny Basilisk - ($3)

Build Tower - ($0)

Patrol Potent Basilisk (SL)
Patrol wisp (scav)
Patrol Tiny Basilisk (tech)
Patrol Big Rhino (lookout)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5+a; deathtouch; untargetable)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2; deathtouch; unstoppable & unattakable by T0)
  • :target: [I]Lookout[/I]: Big Rhino (7/8) (resist.1)
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 7
  • Disc: -
    [B]Gold:[/B]
  • Gold: -
  • Workers: 10
Thoughts

mind-reading Nekoatl

(Feral+peace+blood)

Interesting that the worker skipping seems to be a regular part of the plan.
Also the off-suit tiger is interesting.

guess> cadet + cadet
T.3 actual>> seen a cadet, so far consistent

guess> knight + fern
T.4 actual>> seen a 2nd cadet and a knight, so far consistent

guess> bomber + garrison
T.5 actual>> ferns, so far consistent

guess> drill + drill/bomber
actual>>

guess> drum + ?
actual>>

Last Turn

So happy I was able to at least draw into potent-b. This lets a shut down of
the ferns high-jinks from last game, and if Neko is worker-skipping trashing
rich-earth is less of a big deal.

considered keeping tiny-b back. assuming ferns isn’t instantly replaced,
the only units which could atk it are o.tiger and cali and I’d take either of
those trades. also this will force a T1 blocker or risk me having my pick of
what dies. W/ potent-b up front, I feel pretty safe from any of this though,
so I figure better to keep tiny-b on the line to get the bonus on death (and
still safe from panda at least). Again this death-touch army is sweet, but
hard-countered by kidnapping. Still, assuming it went in when rhino first popped,
I should be safe from that for at least one more turn.

Plan

X Galina + Tiny-B
X Huntress + Circle
X Potent-B + Peace
X Farie Dragon + Mimic
X Farie Dragon + Feral Strike

cost tallies gold-cards

me-t.6
econ : army : kill : kil/arm
$09-07 : $33-07 : $03-03 : 0.09-0.43

neko-t.5
econ : army : kill : kil/arm
$10-05 : $27-07 : $24-05 : 0.89-0.71

"P2T6


Tech StartingHand Workers

[spoiler]TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Ferocity
Verdant Tree
Rampant Growth


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

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

NextHand

[spoiler]Brave Knight
Flagstone Garrison
Drill Sergeant

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

Tech 2 card(s)
Get Paid + float - ($10)
Ferocity - ($8)
Knight pierces Potent Basilisk’s armor and bravely runs away
Cadet swiftly pierces Potent Basilisk’s armor, takes an arrow
Tiger swiftly pounces Tiny Basilisk, takes an arrow, you draw 1
Verdant Tree - ($6)
Calamandra calls forth another Stalking Tiger - ($2)
Worker

Float ($2)
Discard 1, reshuffle, 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]: Young Treant (0/2) Resist 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L5 Calamandra Moss (4/5)
  • L3 General Onimaru (2/3) Frenzy 1
  • Overeager Cadet (2/1) Resist 1 [1dmg]
  • Stalking Tiger (4/3) Invisible, Resist 1 [1dmg]
  • Playful Panda (2/1) Resist 1 [1dmg]
  • Stalking Tiger (4/4) Invisible, 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: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

This is the last turn I have to tech, so I’ll take Sergeants to complete the draw combo (even though I expect the Garrisons to get trashed).

"

Hey, did you worker last turn?

P1T7


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Mimic
.Huntress (3/3; anti-air; sparkshot)
Circle
.Spore Shambler (2/3; 2x(+/+); exh||1.g -> mv +/+ to a unit)
Peace (tech draw)


DRAW DECK (bottom of turn, unordered)
Ironbark (1/2+aaa)


WORKERS
…Playful Panda - Tech 0
…Merfolk Prospector - Tech 0
…Rampant Growth - Magic
…Verdant Tree - Tech 0
…Young Treant (0/2+a; can’t atk)
…Tiger Cub (2/2+a)


NextHand

Galina
Farie Dragon
Feral Strike
Farie Dragon
Forest’s Favor - Magic


Discard

Potent Basilisk (3/5+a; deathtouch; untargetable)
Tiny Basilisk (1/2; deathtouch; unstoppable & unattakable by T0)
Mimic
Circle
Peace


Tech 0 card(s)
Get Paid - ($10)
Tech Draw

Hire Huntress - ($8)
Hire Spore Shambler - ($5)

Build T3 - ($0)

Patrol Rhino (SL)
Patrol wisp (elite)
Patrol Spore Shambler (scav)
Patrol Huntress (tech)

Float ($0)
Discard 3, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Big Rhino (7/8+a)
  • :psfist: [I]Elite[/I]: Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Spore Shambler (2/3; 2x(+/+); exh||1.g -> mv +/+ to a unit)
  • :pschip: [I]Technician[/I]: Huntress (3/3; anti-air; sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: -
  • Workers: 10
Thoughts

mind-reading Nekoatl

(Feral+peace+blood)

So this seems to be doing a stealth-play… I wonder if this is always the
plan, or just an adaptation to me?

guess> cadet + cadet
T.3 actual>> seen a cadet, so far consistent

guess> knight + fern
T.4 actual>> seen a 2nd cadet and a knight, so far consistent

guess> bomber + garrison
T.5 actual>> ferns, so far consistent

guess> drill + drill/bomber
T.6 actual>> verdant tree + ferocity, b/c the draw has been slow, I think
this might have been instead of the early bomber

guess> drum + ?
actual>>

Last Turn

So the other way I thought of this was [T3 + midori + peace + (float.1)]
and I guess the third way is [max-cali + midori + peace]
My thinking here is that, given the risk of stealth atks, it is important to
get the T3 out so it can auto-rebuild and I don’t get hero-locked, after this
I can work on getting the T-rexs out. Also, assuming a Tiger has damage on it
next turn (harder now w/ verdant tree), farie-dragon can remove a tiger.

Plan

X Galina + Tiny-B
X Huntress + Circle
X Potent-B + Peace
X Farie Dragon + Mimic
X Farie Dragon + Feral Strike

cost tallies gold-cards

me-t.7
-econ- : -army- : -kill- : -kil/arm-
$14-07 : $38-09 : $06-03 : 0.16-0.33

neko-t.6
-econ- : -army- : -kill- : -kil/arm-
$10-05 : $33-08 : $30-07 : 0.91-0.88

Yes, but it looks like I forgot to mention it in my actions list; fixed, good catch.

"P2T7


StartingHand Workers

[spoiler]STARTING HAND
Flagstone Garrison
Brave Knight
Drill Sergeant
Overeager Cadet
Brave Knight
Merfolk Prospector
Ferocity


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

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

NextHand

[spoiler]Flagstone Garrison
Drill Sergeant
Behind the Ferns

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

Discard

[spoiler]Ferocity
Overeager Cadet
Brave Knight

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

Tech 0 card(s)
Get Paid + float - ($12)
Flagstone Garrison - ($9)
Drill Sergeant - ($6)
Overeager Cadet
Brave Knight - ($3)
Merfolk Prospector - ($2)
Ferocity - ($0)
Sergeant trains Cadet twice
Cadet (4/4) pierces Rhino’s armor and dies
Tiger swiftly pierces Rhino’s armor, takes an arrow
Sergeant trains Tiger
Tiger breaks Tech III, your base to 16
Panda swiftly kills Wisp, takes an arrow
Calamandra kills Huntress, takes an arrow, you draw 1

Float ($0)
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]: Young Treant (0/2) Resist 1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Verdant Tree (3) Healing 1
  • Flagstone Garrison (4)
  • L5 Calamandra Moss (4/1) [4dmg]
  • L3 General Onimaru (2/3) Frenzy 1
  • Stalking Tiger (4/3) Invisible, Resist 1
  • Playful Panda (2/1) Resist 1 [1dmg]
  • Stalking Tiger (5/5) Invisible, Resist 1 [1+]
  • Drill Sergeant (3/3) Resist 1
  • Overeager Cadet (2/2) Resist 1
  • Brave Knight (3/3) Resist 1
  • Merfolk Prospector (1/1) 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: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Having Calamandra kill the Huntress to prevent it from turning into another Rhino.

"

This may not matter depending on what your draw was given garrison, but on T6 I believe you had starting hand of 3, played ferocity + verdant tree + worker, and so would have had a discard 0 draw 2.

EDIT - nm, I missed the part where knight when back to hand to give you 1

P1T8


Tech StartingHand DrawDeck Workers

TECH
Peace
T-Rex


STARTING HAND
.Galina
.Farie Dragon
Feral Strike
Farie Dragon
Forest’s Favor - Magic
…Ironbark (1/2+aaa) (tech draw)


DRAW DECK (bottom of turn, unordered)
Potent Basilisk (3/5+a; deathtouch; untargetable)
Tiny Basilisk (1/2; deathtouch; unstoppable & unattakable by T0)
Circle
Big Rhino (7/8+a)
Peace
Feral Strike
Farie Dragon


WORKERS
…Playful Panda - Tech 0
…Merfolk Prospector - Tech 0
…Rampant Growth - Magic
…Verdant Tree - Tech 0
…Young Treant (0/2+a; can’t atk)
…Tiger Cub (2/2+a)
…Ironbark (1/2+aaa) (tech draw)


NextHand

Peace
T-Rex
Mimic
Huntress (3/3; anti-air; sparkshot)
Forest’s Favor - Magic


Discard

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

Hire Farie Dragon - ($6)
tower detects wounded tiger
tgt wounded tiger w/ feather rune (resist) - ($5)
wounded tiger becomes 3/1, dies from damage

Hire Galina - ($4)
Summon Arg - ($2)
arg arrives: summon wisp

Summon Cali - ($0)

Rebuild T3

Patrol Spore Shambler (SL)
Patrol Arg (elite)
Patrol Galina (scav)
Patrol Cali (tech)
Patrol Wisp (lookout)

Float ($0)
Discard 3, Reshuffle, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3+a; 2x(+/+); exh||1.g -> mv +/+ to a unit)
  • :psfist: [I]Elite[/I]: Arg (1+1/3; lvl.1)
  • :ps_: [I]Scavenger[/I]: Galina (2/2; green units / 2 in gold each upkeep)
  • :pschip: [I]Technician[/I]: Cali (2/3; lvl.1; discard.2 -> stealth)
  • :target: [I]Lookout[/I]: wisp (0/1)
    [B]In Play:[/B]
  • Rich Earth (upgrade; workers are free)
  • Farie Dragon (4/2; flying)

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

mind-reading Nekoatl

(Feral+peace+blood)

So garrison is now out. If ever there would be a turn for peace this is it.
Saddly that was a couple turns ago and so now I need to survive

Last Turn

So the other way I thought of this was [T3 + midori + peace + (float.1)]
and I guess the third way is [max-cali + midori + peace]
My thinking here is that, given the risk of stealth atks, it is important to
get the T3 out so it can auto-rebuild and I don’t get hero-locked, after this
I can work on getting the T-rexs out. Also, assuming a Tiger has damage on it
next turn (harder now w/ verdant tree), farie-dragon can remove a tiger.

Plan

Given I knew this was coming, I prob should have had the extra peace or a nature
in there sooner… prob instead of the second farie dragon. T-rex just b/c I
have a T3 so why not.
Also, there is an interesting mechanic here of “play down your hand until
garrison replenishes it”. I’m not really sure what the best way to deal with
that is.

X Galina + Tiny-B
X Huntress + Circle
X Potent-B + Peace
X Farie Dragon + Mimic
X Farie Dragon + Feral Strike
X T-Rex + Peace

cost tallies gold-cards

me-t.7
-econ- : -army- : -kill- : -kil/arm-
$14-07 : $38-09 : $06-03 : 0.16-0.33

neko-t.6
-econ- : -army- : -kill- : -kil/arm-
$10-05 : $33-08 : $30-07 : 0.91-0.88

"P2T8


Tech StartingHand Workers

TECH
Huntress
Huntress


STARTING HAND
Flagstone Garrison
Drill Sergeant
Behind the Ferns
Huntress
Overeager Cadet
Overeager Cadet
Huntress
Ferocity
Brave Knight
Stalking Tiger


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


NextHand

Ferocity
Brave Knight
Huntress
Stalking Tiger


Tech 2 card(s)
Get Paid - ($10)
Behind the Ferns - ($8)
Cadet stealthily attacks Shambler, takes an arrow and dies
Flagstone Garrison - ($5)
Drill Sergeant - ($2)
Overeager Cadet
Overeager Cadet
Huntress - ($0)
Sergeants drill Tiger
Tiger mauls your base to 4 HP
Sergeant stealthily marches your base to 1 HP
Merfolk stealhily splashes your base to 0 HP, GG

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


[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
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Verdant Tree (3) Healing 1
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L5 Calamandra Moss (4/2) [3dmg]
  • Behind the Ferns
  • L3 General Onimaru (2/3) Frenzy 1
  • Playful Panda (2/2) Resist 1, Stealth
  • Stalking Tiger (12/12) Invisible, Resist 1 [8+]
  • Drill Sergeant (3/3) Resist 1, Stealth
  • Drill Sergeant (3/3) Resist 1, Stealth
  • Brave Knight (3/3) Resist 1, Stealth
  • Merfolk Prospector (1/1) Resist 1, Stealth
  • Overeager Cadet (2/2) Resist 1, Stealth
  • Overeager Cadet (2/2) 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: 4
  • Deck: 0
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

I’m sorry, I’m going to have to bow out. Some personal issues have come up that I need to focus on.

GG.

I can relate to that. Good luck with whatever you need to take care of.