Casual: NikoBolas vs. Hobusu

I haven’t used Pillage a ton nor had it used on me a ton, but it seems most of the time to not be worth going down on cards in hand in my experience. I would only do it if I was going to steal 2 gold, if at all, never for 1.

I wasn’t expecting that! Probably should have been, though. I knew I should’ve put levels into Calamandra instead of just blocking up…

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Potent Basilisk
Wandering Mimic


STARTING HAND

Galina Glimmer
Forest’s Favor
Playful Panda
Merfolk Prospector
Ferocity


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Playful Panda


Next Hand

Tiny Basilisk
Ferocity
Verdant Tree
Rampant Growth


Tech 2 card(s)
Get Paid + float + scavenger - ($9)
Worker - ($8)
Build Balance Tech II - ($4)
Summon Argagarg and Wisp - ($2)
Recruit Galina Glimmer - ($1)
Recruit Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Merfolk Prospector (1/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Galina Glimmer (2/2)
  • :target: [I]Lookout[/I]: Wisp (0/1) (Resist 1)
    [B]In Play:[/B]
  • Argagarg Garg Lv. 1 (1/3)
    [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: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]Welp. That was quite the swing in power! Blocking up some more and hoping I can play Tech II units. This patrol specifically tries to make things harder by having two patrollers that take 2 damage instead of one that takes 3, since he’s certain to max Jaina on his turn. I was considering going with Feral Tech II for Barkcoat Bear’s resist 2, but how about getting untargettable deathtouch instead? Especially with Ferocity floating around in my deck, that seems like a good counter to Jaina nonsense. I’m also putting Wandering Mimic in to punish him if he leaves anything hasty alive. Let’s be honest, though – odds are high that he’s thrown Jaina’s ultimate into his deck, and if he gets it before I can kill her, it’s probably Game Over. Then again, he did have to skip Tech II to get that kill, so unless he takes a gamble with pre-teching some Tech II units, he can’t get any for a couple of turns… Maybe things aren’t so hopeless after all! …Maybe.
[/details]

Yeah I was really nervous you would level her or cast Forest’s Favor! But I don’t think that’s GG or anything. Jaina is fragile as I’m learning…

P2T4


Tech StartingHand Workers

TECH
Hotter Fire
Molting Firebird


STARTING HAND
Pillage
Firebat
Mad Man
Fire Dart


WORKERS
Bloodburn
Bombaster
Makeshift Rambaster
Pillage


NextHand

Burning Volley
Charge
Firebat
BRO (3/2)


Discard

Nautical Dog (1/1), Frenzy 1
Mad Man
Fire Dart
Hotter Fire
Molting Firebird


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Hire Firebat - ($5)
Jaina to max level, heals - ($4)
Build Tech II (Fire), not that there was any doubt right? :slight_smile: - ($0)
Jaina deals 3 damage to Galina Glimmer. You draw a card.
Nautical Dog trades with Prospector
Musketeer kills Wisp, the least careless thing he’s done all game!

Float ($0)
Discard 2, 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]: Firebat (3/3), 1, T: Deal 2 to a patroller or building.
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L7 Jaina (4/3), T: Deal 3 to a unit or building.
  • Careless Musketeer (2/1), T: Deal 1 to a unit or building and 1 to my base.
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]
Pre-Draw: Next turn is looking good if he can’t kill Jaina, as I have a 4/5 chance to draw Burning Volley. I could get 100% chance in tech, but then maybe she dies to something? I’m not sure what…haven’t played vs green much. Screw it, I’ll take the card! I was also debating whether I should hit his Tech II with Jaina or take out Galina. In the end, it feels better to give him a card and have a mostly-clear board on his side.

Post-Draw: So now the name of the game is Protect Jaina!. We’ve got Burning Volley!!! Again, Green having no haste is a huge boon - as long as I clear his board, I know she can be safe. His best play would probably involve Midori as threatening a max Midori over 2 turns would definitely be able to kill Jaina. Not sure that it’s easy to see that line from his side of the board though…
[/spoiler][/details]

1 Like

I don’t think the game’s decided yet, either. That said, after we’ve finished this game I’d like to rewind to that point and redo that turn to see what I could have done better (if you’re up for it, of course).

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Faerie Dragon
Spirit of the Panda


STARTING HAND

Rampant Growth
Tiny Basilisk
Verdant Tree
Ferocity
Tiny Basilisk


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Playful Panda


Next Hand

Young Treant
Wandering Mimic
Spore Shambler
Forest’s Favor
Potent Basilisk


Discard

Merfolk Prospector
Galina Glimmer
Rampant Growth
Ferocity
Verdant Tree
Tiny Basilisk
Faerie Dragon
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($8)
Arg casts Rampant Growth on himself - ($6)
Arg kills Firebat, taking 1 damage
Level Arg to max, healing him and summoning a Water Elemental - ($2)
Recruit Tiny Basilisk - ($0)
Lament that I’m just short on money for a worker…

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Elemental (3/3+a) (Anti-air)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Tiny Basilisk (1/2) (Deathtouch, unattackable and unstoppable by Tech 0, resist 1)
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
    [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: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]I’m probably going to regret not getting a worker, but I don’t see many other options. I need to stabilize the board a bit so I can get Potent Basilisk in play… He’s probably going to kill both of my units again, but at least it’ll take some effort.
[/details]

2 Likes

Hmm, well this might be turning into a rout. I thought you had a tech II unit for last turn. Not sure I’m going to let you have tech II at all anymore (if I can help it!).

Edit: Illegal turn with Firebat alive fixed!

P2T5


Tech StartingHand Workers

TECH
Bamstamper Lizzo
Hotter Fire


STARTING HAND
BRO (3/2)
Firebat
Charge
Burning Volley


WORKERS
Bloodburn
Bombaster
Makeshift Rambaster
Pillage
BRO (3/2)


NextHand

Scorch
Nautical Dog (1/1), Frenzy 1
Charge


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Jaina casts Burning Volley!! Ultimate coolness! 2 damage on that tasty Basilisk, 2 damage to Tech II, and 1 damage to Tech I - ($4)
Summon Drakk - ($2)
Hire Firebat - ($0)
Jaina finishes off Tech II with another smaller burning volley. Your base takes 2 damage.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3+A), 1,T: Deal 2 damage to a patroller or building
  • :psfist: [I]Elite[/I]: Careless Musketeer (2/1), T: Deal 1 damage to a unit or building and 1 to my base
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk (1/3), your base takes 1 when he dies
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L7 Jaina (4/3), T: Deal 3 to a unit or building.
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Protect Jaina!

Did you miss the bit where I killed your Firebat last turn? :wink:

Unlucky draw. The ones I teched were stuck in my deck… After you revise your turn, I’ll decide whether it’s worth continuing this line or not (probably not).

2 Likes

Lol, yes I did apparently! Let me revise!

Edit: Fixed!

1 Like

I’m willing to take at least one more turn. You’ve probably got this, but I want to be certain first.

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Centaur
Circle of Life


STARTING HAND

Young Treant
Potent Basilisk
Forest’s Favor
Spore Shambler
Wandering Mimic


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Playful Panda
Wandering Mimic


Next Hand

Galina Glimmer
Rampant Growth
Circle of Life
Faerie Dragon
Centaur


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Recruit Spore Shambler - ($4)
Build Heroes’ Hall - ($2)
Rebuild Tech II
Spore Shambler transfers both of its +1/+1 runes to Elemental - ($0)
Elemental kills Firebat and takes 3 damage
Arg gives Tiny Basilisk +1/+a this turn
Tiny Basilisk safely kills Drakk, you draw 1 card and my base takes 1 damage

Float ($0)
Discard 3, reshuffle, 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]: Spore Shambler (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
  • Elemental (5/2) (++) (Anti-air)
  • Tiny Basilisk (1/2) (Deathtouch, unattackable and unstoppable by Tech 0)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts]This game’s almost certainly over, but this leaves me in the best position I could find. Still, if he has Fire Dart in hand, he breaks my Tech II again and probably does a lot more too… If only I’d played Verdant Tree earlier, it would have made this a lot harder for him.
[/details]

2 Likes

Ahh, but I did your basilisk in with burning volley… :imp: Maybe we should restart?

2 Likes

Ah, I hadn’t noticed that. Or rather, I had noticed, but between how late it is here and the adjustment to your last turn, I forgot about it…

Yeah, without the basilisk, there’s no real chance of a comeback. I’ll rewind to Turn 3 and see if I can find a better play there, and after that I’m going to call it a night.

Edit: @NikoBolas, how would you like me to handle Young Treant? Since I played it last time, should I force it to draw the same card if I use it this time, or should I allow it to be random again?

1 Like

Up to you really. If you want to not play it, that’s fine too!

you did not have the gold for that. wisp is in looky

He attacked it. No cost for that! :wink:

I haven’t decided whether to play it, but I’ll probably let it be random. Easier all around, and there’s a 1 in 3 chance that I get the same one anyway!

3 Likes

Player 1 Turn 3 - Redux


Tech, Starting Hand and Workers

TECH

Barkcoat Bear
Feral Strike


STARTING HAND

Verdant Tree
Playful Panda
Rampant Growth
Young Treant
Tiger Cub
Galina Glimmer


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub


Next Hand

Forest’s Favor
Tiny Basilisk


Discard

Merfolk Prospector
Rampant Growth
Playful Panda
Verdant Tree
Barkcoat Bear
Feral Strike


Tech 2 card(s)
Get Paid - ($6)
Recruit Young Treant; I draw a card - ($4)
Worker - ($3)
Calamandra casts Rampant Growth on herself, gaining +2/+2a this turn - ($1)
Discard 2 cards to give Calamandra stealth this turn (fun fact: this is the first time I’ve used this ability!)
Calamandra kills Jaina and gains 2 free levels
Recruit Galina Glimmer - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3+a) (++)
  • :psfist: Elite: Young Treant (0+1/2) (Can’t attack)
  • :ps_: Scavenger:
  • :pschip: Technician: Galina Glimmer (2/2)
  • :target: Lookout:
    In Play:
  • Calamandra Moss Lv. 3 (3/4) (Gives resist 1 to units)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 6
    Gold:
  • Gold: 0
  • Workers: 7

[details=Thoughts]Even dumping my entire hand, I think this was a better turn. I can do things that don’t spend cards next turn (like maxing Calamandra) to get my hand size back up. Going with Feral this time, partly for 5/5 overpower with resist, and partly because I want any Tigers I might summon with Calamandra to not be dead cards if they get into my deck cycle.
[/details]

1 Like

Ok, Time Warp!!! My turn will be substantially less hot this time :wink:

P2T3


Tech StartingHand Workers

TECH
Surprise Attack
Gunpoint Taxman


STARTING HAND
Scorch
Makeshift Rambaster
Fire Dart
Charge


WORKERS
Bloodburn
Bombaster
Makeshift Rambaster


NextHand

Surprise Attack
Mad Man
Pillage
Firebat


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Drakk - ($4)
Drakk casts Scorch on Spore Shambler, doing 1 damage and breaking armor. - ($0)
Nautical Dog trades with Spore Shambler
BRO kills Young Treant, takes 1 damage.
Careless Musketeer ends his career early this time, trades with Galina Glimmer. You draw a card.

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[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]: Drakk (1/3), deals 1 to your base when he dies
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • BRO (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
This was a costly turn and he’s getting a free max Calamandra because I brought out Drakk. Still, there was little I could do with Jaina dead. I tech’d in Surprise Attack to try and regain some momentum. If he brings out tigers, I’ll bring in Kidnapping. Let’s see how this goes.
[/details]

1 Like

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Dinosize
Polymorph: Squirrel


STARTING HAND

Forest’s Favor
Tiny Basilisk
Galina Glimmer


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Forest’s Favor


Next Hand

Playful Panda
Rampant Growth
Spore Shambler


Discard

Tiny Basilisk
Dinosize
Polymorph: Squirrel


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Feral Tech II - ($2)
Cala kills Drakk, you draw, Cala gains 2 free levels and heals
Recruit Galina Glimmer, back from the dead! - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Galina Glimmer (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss Lv. 5 (4/5) (Gives resist 1 to units)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

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

  • Hand: 3
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Just keeping his board clear and attempting to get to Feral Strike before Calamandra dies. As much as I want to patrol Galina in Technician, that leaves a much higher chance of him killing Cala… As long as she lives, I’ve got Tiger summons to build hand. Teching Growth spells to support the Feral units and as a concession that Cala will probably not last all game. If she does, Spirit of the Panda can start to heal her. Polymorph is a preemptive counter to Firebird, since otherwise I’d have to rely on Elemental for anti-air, and it also goes well with Barkcoat Bear’s Overpower.

1 Like

I think you should have 8 workers, not 7 (you paid after all ;)). That would mean your hand should only have 3 cards, (2 starting after cal/stealth kill and 1 for tech draw). You built a worker and summoned Galina so you should again have a 1 card discard for a 3-card hand.

This turn may come as a bit of a surprise…

P2T4


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Pillage
Firebat
Mad Man
Surprise Attack
Charge


WORKERS
Bloodburn
Bombaster
Makeshift Rambaster
Mad Man


NextHand

Gunpoint Taxman
Nautical Dog (1/1)
Fire Dart
Scorch


Discard

Pillage
Surprise Attack
Kidnapping
Kidnapping
Charge
Firebat


Tech 2 card(s)
Get Paid, draw for Tech death - ($8)
Worker - ($7)
Summon Zane - ($5)
Zane casts Pillage, stealing 1 gold and doing 1 damage to your base (Drakk also hit it when he died last turn!)
Zane casts Surprise Attack! - ($0)
Shark 1 hits Galina and they trade.
Shark 2 and Zane hit Calamandra, she dies, levels fizzle.
BRO hits Tech II for 3 damage.

Float ($0)
Discard 2, 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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • BRO (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

It’s my best play, debatable whether I want to keep Zane or BRO. Keeping Zane isnt great against Feral. BRO is 3 damage on demand. The levels fizzle and I get to maximize my damage and keep him guessing. Tech’d double Kidnapping to fight big feral dudes. Really need to start getting to tech II next turn…

1 Like

Ah, I forgot to worker! I’ll have to fix that later, since I’m about to visit a friend (taught him Yomi last week, and he wants to play some more).

Also, ow.

Edit: @NikoBolas, I’ve edited my turn. Probably not going to take another until tomorrow, though… That was a surprise, hence the name of the card, so I’ll need a bit more time to think.

2 Likes

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Rampaging Elephant
Centaur


STARTING HAND

Rampant Growth
Playful Panda
Spore Shambler


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Forest’s Favor


Next Hand

Feral Strike
Merfolk Prospector
Young Treant


Discard

Tiny Basilisk
Dinosize
Polymorph: Squirrel
Galina Glimmer
Rampant Growth
Rampaging Elephant
Centaur


Tech 2 card(s)
Get Paid + float - Pillage - ($8)
Recruit Playful Panda and Wisp - ($6)
Recruit Spore Shambler - ($3)
Build a Tower - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3+a) (++)
  • :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)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Feral)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Ouch. So much for Feral Strike and Tigers… sigh. I think this is the best defense I can build with what I have in hand, and it does let me get a Tower to make sure that he can’t keep things alive very easily any more (and pre-counter potential Monkeys, but that’s a bonus).

A couple little problems - I pillaged you last turn and stole your float (sorry not sorry) and you didn’t tech any cards, but are not on 10 workers yet. Also your base should be at 18 HP from Drakk’s death and the Pillage.

2 Likes