Bloodburn is one, and it’s even a starting deck upgrade in the Core Set just like Rich Earth.
That said, I thought about suggesting that myself but it doesn’t change anything as far as I can tell. Rich Earth as printed costs 3g to play and then you worker for free that turn and every turn after, so the total cost to play it is 3g and you break even on the third worker after playing it. Meanwhile, if it costs 2g to play but requires exhausting to activate you pay 2g for Rich Earth and 1g for the worker (total 3g) and then get free workers on the turns after that… So you still pay the same amount and still break even on the same worker number.
That is true, the true gold cost remains 3 with a tap effect. I guess the issue is that because rich earth gives you an immediate discount the turn you play it, it really only costs 2, since you were going to worker anyway. So reducing the printed cost to 2 makes it “cost” only 1 functional gold. I think making it a building is interesting, because buildings can be attacked and green is already good at creating large boards to defend.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Graves casts Reversal on Young Treant, he takes 2 damage and is sidelined, next turn he doesn’t untap - ($4)
Aged Sensei kills Scav Wisp, you get a gold
Graves and Savior Monk kill Arg, levels to Graves
Graves goes to waterfall, max-band, heals - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L7 Graves 4/5, sword rune
Lookout:
In Play:
Savior Monk 2/1, Healing 1
Aged Sensei 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 2
Workers: 8
Thoughts
This feels like a huge advantage, not sure what he could have without tech I built.
Circle of Life
Centaur
Tiger Cub
Merfolk Prospector
Worker
Tiger Cub
Tech
Blooming Ancient And Circle of Life
Get paid + scavenger ($8)
Hire Midori ($6)
Cast Circle of Life ($3) Young Treant is replaced by Centaur
Build Tech 1 ($2)
Worker ($2)
Build Heroes Hall ($0)
Squad leader: Playful Panda (2/2)
Technician: Centaur (3/4)
In play: Midori (2/3) Rich Earth
Base: 20
Tech 1: 5
Heroes Hall: 4
8 workers
Hand: 4
Deck: 0
Discard: 6
New Hand
Forest’s Favor
Spirit of the Panda
Rampant Growth
Spirit of the Panda
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Build Tech II (Ninjutsu) - ($5)
Graves casts Grappling Hook, sends Centaur to Lookout
Aged Sensei gives Savior Monk a tip about punching pandas
Savior Monk punches Playful Panda SL, takes 1 damage and knocks him out
Graves chops down the Centaur, takes 3 damage
Graves throws his sword away to kill Midori, levels fizzle.
Build a Surplus - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L7 Graves 4/2, Readiness
Lookout:
In Play:
Savior Monk 2/1, Healing 1
Aged Sensei 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Surplus HP: 4
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Ok, so next turn he will get Arg back…and maybe Cal? Hopefully I hit a Ninja…
STARTING HAND
Snapback
Porcupine
Morningstar Flagbearer
Glorious Ninja
Glorious Ninja
WORKERS
Smoker
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer
NextHand
Sensei’s Advice
Sparring Partner
Reversal
Grappling Hook
Speed of the Fox
Discard
Snapback
Porcupine
Glorious Ninja
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hire Glorious Ninja - ($3)
Aged Sensei gives GN a tip about punching Panda Spirits
Glorious Ninja punches the wisp and knocks out the spirit
Summon Setsuki - ($1)
Graves takes out Arg, takes 1 damage. Levels to Sets
Savior Monk hits Tech I for 2 damage
Midband Sets - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L4 Setsuki 2/4
Elite:
Scavenger:
Technician: L7 Graves 4/2, Readiness
Lookout:
In Play:
Savior Monk 2/2, Healing 1
Aged Sensei 1/1
Glorious Ninja 4/3, Haste, Swift Strike
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Surplus HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
Got lucky and drew 1 Glorious Ninja…then drew the second off Surplus, boooo. I ALSO had Porcupine in my opening hand, so that’s 3/3 of my Tech IIs for this cycle. Still, I’m in a great spot in the game and think I can wreck some havoc…
Forgot to tech cards…blehhh. I think I can just add them to my discard which will become my deck when I draw off Surplus.
TECH
Fox’s Den Students
Jade Fox, Den’s Headmistress
STARTING HAND
Grappling Hook
Sparring Partner
Reversal
Speed of the Fox
Sensei’s Advice
Porcupine
WORKERS
Smoker
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer
Speed of the Fox
NextHand
Glorious Ninja
True Power of Storms
Sensei’s Advice
Porcupine
Snapback
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Setsuki casts Sensei’s Advice on Glorious Ninja and Savior Monk - ($8)
Glorious Ninja attacks swiftly and punches out SL Centaur
Setsuki swiftly cuts down the Young Treant in Scav. You get a gold.
Graves and Aged Sensei break Tech II (Feral), Your base takes 2.
Savior Monk, armed with Setsuki’s Advice, breaks Tech I, Your base takes 2
Hire Porcupine - ($5)
Build Tech III - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Porcupine 2/6, Deathtouch
Elite:
Scavenger:
Technician: L7 Graves 4/3, Readiness
Lookout:
In Play:
Savior Monk 2/2, Healing 1
Aged Sensei 1/1
Glorious Ninja 4/3, Haste, Swift Strike
L4 Setsuki 2/4
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Tech III HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Feeling pretty far ahead after breaking Tech 1 + 2…
do you mean as green? I think that basilisks and ferocity could be a good defence, same for moment’s peace. MP is great to stall for time, and basilisks with ferocity are an almighty wall.
I agree with Legion, you need to be more aggressive to push back against whites heroes. Without a spell like judgement day and without haste, when green falls behind on board, it is hard to regain momentum and swing things back. If you look back at our games, you are rarely in a position to attack, even when you are p1. Part of that is because you are really big on Rich Earth. P1 should pressure P2 because if they dont, P2 has an economic advantage and will naturally play tech II first if they are allowed to. Also white has several ways to heal or mitigate damage so that white can keep the pressure up, if white isn’t losing units or heroes, that’s a big gold advantage. I think most games I’ve killed more heroes than you, which results in more virtual gold I’ve made.
I also agree that deathtouch and the basilisk are great ways to fight white, a color similar to green without a mass removal spell, though white does have a little haste.