Casual: payprplayn ([Discipline]/Disease/Peace) vs petE ([Feral]/Balance/Finesse)

@petE GL/HF and thanks for playing with me.
Player 1 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Grappling Hook
Aged Sensei
Sensei’s Advice
Fox Viper
Smoker


WORKERS
Fox Viper


[/spoiler][/details]

[details=NextHand]

[spoiler]Safe Attacking
Savior Monk
Fox Primus
Morningstar Flagbearer
Snapback


[/spoiler][/details]

[details=Discard]

[spoiler]Grappling Hook
Smoker
Sensei’s Advice


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Aged Sensei - ($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]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Aged Sensei (1/1)
  • Oni lvl 1 (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: 5

[details=Thoughts]

[spoiler]As P1, I should probably bring early pressure, though with the green starter, he’s uniquely equipped to deal with it. It was really tough to decide which hero to play. I’d like to get Orpal out early, but he puts the least pressure on the board. I want to choose the option that’s most likely to deter him playing a hero. As P2 with Cala, he can potentially patrol a 3/4 hero in SQL. Oni hits the hardest, and with the sensei he’s threatening to swing as a 4/4 next turn, or even a 5/5 if I go nuts and level him. Grave threatens to level, then swing as a 4/5. Neither of them can actually kill a SQL lvl 2 Cala, but either of them could if I had Grappling Hook. So really Oni is threatening Grappling Hook+swing, and Grave is threatening Grappling Hook+midband+swing. The question is which of those threats he respects more. The secondary question is which hero I want out on turn 3. I dig the fast midband of grave, and Reversal is a strong early card. On the other hand, I love Boot Camp (it’s the main reason Oni is in this codex). I unfortunately will not have a 1-drop I can play next turn, so I’m probably going with Tech 1 rather than Heroes’ hall. The best targets for boot camp are Plague Spitter and my other heroes, so I’ll probably tech something like Spitter+Sparring Partner on T2, and Boot camp+something on T3. I’m not sure, though. I might actually head for Discipline Tech II with Training Ground, rather than Disease tech II with Plague Lab. Hmmm… I think I’m going with Oni turn 1, though I’m uncomfortable about it.

You know what, in retrospect, I wish I’d picked Grave. Reversal is a strong answer to 2 of his 3 tech 1 threats (Basilisk and Centaur), and the third (Fencer) is probably best handled with, Idk, Rambasa Twin? Killing his heroes to prevent it being buffed? Hmm… Nimble Fencer+Rampant Growth seems like a strong turn 3 tempo play I’ll have to figure out how to deal with. Martial mastery might have helped to at least see it coming, maybe.

Now I’m wondering if I can justify building both tech 1 and Heroes’ Hall next turn. That gives me a lot of options for turn 3. I’m still not sure if I have a way to prepare for all of his potential T3 plays, though. He has really strong tech 1. I mean, I have pretty strong tech 1 myself, but I still feel his is significantly stronger. Maybe my best option is to build a heroes hall and tech something like Carrion Curse+Boot Camp, relying on card advantage and Orpal’s control prowess to deal with his threats.
[/spoiler][/details]

1 Like

GLHF
That’s a beefy open !

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Verdant Tree
Playful Panda
Tiger Cub
Forest’s Favor
Ironbark Treant


WORKERS
Verdant Tree


[/spoiler][/details]

[details=NextHand][spoiler]
Rich Earth
Merfolk Prospector
Rampant Growth
Spore Shambler
Young Treant


[/spoiler][/details]

[details=Discard][spoiler]
Tiger Cub
Forest’s Favor
Ironbark Treant
Playful Panda


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)

Float ($3)
Discard 4, 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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1

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

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 6

[details=Thoughts][spoiler]


White starter with T1 Aged Sensei draw is pretty tough to face. Couldn’t see a unit and/or Hero open that doesn’t lose out if he has Grappling Hook in his T2 hand. So doing nothing other than Building Tech 1. Can play Young Treant next turn for a 1/3 chance of drawing a Tech 1 card (eg from 2 x Tiny Basilisks).

[/spoiler][/details]

Player 1 Turn 2


[details=Tech StartingHand Workers]

[spoiler]TECH
General’s Hammer
Boot Camp


STARTING HAND
Fox Primus
Savior Monk
Snapback
Safe Attacking
Morningstar Flagbearer


WORKERS
Fox Viper
Fox Primus


[/spoiler][/details]

[details=NextHand]

[spoiler]Savior Monk
Smoker
Morningstar Flagbearer
Grappling Hook
Snapback


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Safe Attacking - ($3)
Oni hits your Tech I for 3.
Sensei hits your base for 1
Heroes’ Hall - ($0)

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]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Aged Sensei (1/1)
  • Oni lvl 1 (2/3)
  • Safe Attacking

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6

[details=Thoughts]

So he didn’t give me a lot of information with that turn. On the other hand, he didn’t apply much pressure, either. I’m not sure whether to go with Savior monk+Tech I or Tech I + Heroes’ hall. In any case, I think I’m teching General’s Hammer to take advantage of his vulnerable Tech I. I think I’m going with Boot Camp+General’s Hammer and a Heroes’ hall to keep him off of his tech 1.
[/details]

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Rich Earth
Rampant Growth
Young Treant
Merfolk Prospector
Spore Shambler
Playful Panda [Young Treant draw]


WORKERS
Verdant Tree
Rich Earth


[/spoiler][/details]

[details=NextHand][spoiler]
Forest’s Favor
Tiger Cub
Ironbark Treant
Tiny Basilisk


[/spoiler][/details]

[details=Discard][spoiler]
Rampant Growth
Spore Shambler


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Young Treant, I draw - ($7)
Playful Panda, summon Wisp - ($5)
Merfolk Prospector - ($4)
Calamandra - ($2)
Worker - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
  • Calamandra lvl 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 2

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]


Hmm…$3 on Safe Attacking + Heroes Hall rather than immediate board presence has taken the pressure off. So don’t need to build the Tower I’d expected on.

Tiny Basilisks will be a good answer to a Hero-based approach, and his Heroes Hall also stops him building a Tower against Cal’s stealth. So teching 2xTiny Bs and playing Young Treant to see if I draw one this turn [I didn’t]. Still have the gold for Playful Panda, Merfolk Prospector and Cal with $1 float. Guaranteed to draw at least one Basilisk next turn and both if he gives me the tech bonus.

Not worried by General’s Hammer breaking Tech 1, I’d use Cal’s stealth to kill Oni and summon Tigers while I catch up on Tech buildings.


[/spoiler][/details]

Player 1 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Crypt Crawler
Sickness


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Savior Monk
Snapback
Smoker


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer


[/spoiler][/details]

[details=NextHand]

[spoiler]General’s Hammer
Sensei’s Advice
Grappling Hook
Boot Camp
Sickness


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Orpal - ($2)
Savior Monk - ($0)
Oni Kills whisp
Sensei kills Prospector. You draw.

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+A)
  • :psfist: [I]Elite[/I]: Orpal lvl 1 (2/3, damage as 1/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Aged Sensei (1/1)
  • Oni lvl 1 (2/3)
  • Safe Attacking

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 7

[details=Thoughts]

That was the worst possible draw I could get, and It’s going to mean he gets tech II next turn, so I’m probably in trouble.
[/details]

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Wandering Mimic
Feral Strike


STARTING HAND
Forest’s Favor
Ironbark Treant
Tiger Cub
Tiny Basilisk
Tiny Basilisk


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant


[/spoiler][/details]

[details=NextHand][spoiler]
Wandering Mimic
Feral Strike
Tiny Basilisk
Merfolk Prospector


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Forest’s Favour on Playful Panda - ($5)
Panda kills Saviour Monk
Cal to Midband - ($3)
Cal kills Orpal, to maxband
Tiny Basilisk - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (3/1) [with 1/1 rune]
  • Calamandra lvl 5 (2/3) [with 2 x -1/-1 runes]
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 2

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


Though I keep wanting to try a different Tech 2 choice than Balance with this deck, I seem to end up there the few times I’ve played it. In this case, Mimics provide a good answer to Discipline’s YLDs; Mimics + Potent Basilisks provide an untargetable combo against Disease’s targeted runes; and Mimics + Fairie Dragon or Midori maxband provide flying to hit a Peace engine. Teching Mimic and Feral Strike, and let’s see what spec he chooses.

[/spoiler][/details]

Should be 2/3, since she took 2x -1/-1 runes from Orpal.

1 Like

Also, where’d that basilisk come from?

1 Like

I think he meant to play the Basilisk and have less float, but forgot to put it and cost into his actions.

1 Like

HRight on all counts, edited in now. Forgot to enter and pay for the Basilisk. Also forgot Orpal would deal -2/-2 that would stick when Cal levelled up (would have played the turn differently if I’d remembered). Sorry, shouldn’t play/post so late in the day!

Player 1 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Plague Spitter
Training Ground


STARTING HAND
Sensei’s Advice
General’s Hammer
Boot Camp
Grappling Hook
Sickness
Smoker


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Grappling Hook


[/spoiler][/details]

[details=NextHand]

[spoiler]General’s Hammer
Snapback
Boot Camp
Crypt Crawler
Sickness


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Midband Grave - ($3)
Boot Camp on Grave - ($2)
Smoker - ($1)
Oni trades with Basilisk, levels fizzle
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Smoker (1/1)
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Grave lvl 3 (4/5)+
  • Safe Attacking

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

The terrible draws continue. I’m not saying my strategy was perfect, and I might well have lost anyway, but the draws are killing me. anyway, doing my best to survive. With no way to clear his board, no Tech I unit to block with, and no Orpal, I’m definitely losing a hero to basilisk. This way I get to decide which one. Hopefully my patrol row is sufficient to keep Grave alive and my buildings standing, but we’ll have to see. I wanted to move to Tech II this round, and maybe I still should tech in some Tech II stuff, since I won’t be able to play it until T7 (probably) if I don’t. I’m guaranteed to have a Crypt Crawler next turn, and maybe that along with Grave can help me stabilize and build Tech II. I think I’m going to stick with what I’ve got, though, and hope that Technician draws/Boot Camp can get me tech II by T6. I need the units for now. Actually, Strike that, I’m teching in a Training Ground.
[/details]

1 Like

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Potent Basilisk
T Rex


STARTING HAND
Tiny Basilisk
Merfolk Prospector
Wandering Mimic
Feral Strike


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector


[/spoiler][/details]

[details=NextHand][spoiler]
Rampant Growth
Forest’s Favor
Tiger Cub
Spore Shambler


[/spoiler][/details]

[details=Discard][spoiler]
Tiny Basilisk
Feral Strike
Wandering Mimic
Potent Basilisk
T Rex


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Cal kills Aged Sensei, you draw
Tiny Basilisk - ($6)
Tech 2 Balance - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: Playful Panda (3/1) [with 1/1 rune]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 5 (2/2) [with 2 x -1/-1]
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9

[details=Thoughts][spoiler]


My last turn was pretty dumb, voluntarily landing -2/-2 on Cal. Still, maybe that makes her less of target for Grave’s sword or SnapBack, could hang around long enough for Feral Strike? I’ve also got a crummy split this cycle, both cards I want next turn (Mimic, Feral Strike) in this hand. Still overall in good board and econ shape, so Tech 3 build could be on next turn. Teching a Potent B and T Rex.

[/spoiler][/details]

1 Like

Player 1 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Vigor Adept
Death and Decay


STARTING HAND
Crypt Crawler
Snapback
Sickness
General’s Hammer
Boot Camp
Savior Monk


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Grappling Hook
Savior Monk


[/spoiler][/details]

[details=NextHand]

[spoiler]Plague Spitter
Sickness
Aged Sensei (1/1)
Training Ground
Sensei’s Advice


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Orpal midband - ($2)
Sickness. Put -1/-1 Runes on Cala and Basilisk - ($0)
Smoker kills Cala. Orpal maxbands
Sac Smoker to put another -1/-1 rune on Basilisk. Orpal maxband triggers, putting runes on Treant and Panda. Panda dies, you draw
Grave kills Treant. you get a gold.

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 3 (4/5+A)+
  • :psfist: [I]Elite[/I]: Orpal lvl 6 (3/5)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Safe Attacking

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0

[B]Gold:[/B]

  • Gold: 1
  • Workers: 9

[details=Thoughts]

So I was hoping to get Tech II this turn, but I elected to clear his board instead. Probably the wrong decision, but Whatcha gonna do?
[/details]

1 Like

Nice one !

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Moss Ancient
Moment’s Peace


STARTING HAND
Tiger Cub
Forest’s Favor
Rampant Growth
Spore Shambler
T Rex


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
Rampant Growth


[/spoiler][/details]

[details=NextHand][spoiler]
Wandering Mimic
Playful Panda
Tiny Basilisk
Young Treant


[/spoiler][/details]

[details=Discard][spoiler]
T Rex
Forest’s Favor
Moss Ancient
Moment’s Peace


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($12)
Worker - ($11)
Tech 3 - ($6)
Tiger Cub - ($4)
Spore Shambler - ($1)

Float ($1)
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]: Spore Shambler (2/3) [with 2 x 1/1 runes]
  • :pschip: [I]Technician[/I]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


Adding to my garbage hand, I drew the T Rex off the technician draw, so won’t be able to play it this cycle. At least the lack of good units to play leaves me with an easy choice to build Tech 3 this turn. Teching Moment’s Peace and Moss Ancient (untargetable Tech 3).

[/spoiler][/details]

1 Like

Player 1 Turn 6


[details=Tech StartingHand Workers]

[spoiler]TECH
Mind Parry Monk
Reversal


STARTING HAND
Sensei’s Advice
Plague Spitter
Training Ground
Aged Sensei (1/1)
Sickness


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Grappling Hook
Savior Monk


[/spoiler][/details]

[details=NextHand]

[spoiler]General’s Hammer
Death and Decay
Boot Camp
Crypt Crawler
Vigor Adept


[/spoiler][/details]

[details=Discard]

[spoiler]Sickness
Sensei’s Advice
Training Ground
Aged Sensei (1/1)
Mind Parry Monk
Reversal


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Plague Spitter - ($6)
Sickness, targeting both of your units. - ($4)
Orpal kills Shambler, taking 1 damage. maxband triggers, tiger dies.
Maxband Grave - ($0)
Grave breaks Tech III, your base to 17

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Grave lvl 7 (5/6)+

[B]In Play:[/B]

  • Safe Attacking
  • Orpal lvl 6 (2/4, damage as -1/-1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 6

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

Still no Tech II. I feel like I’m playing catchup, but then, I’m the one with a board, so there’s definitely a tradeoff.

1 Like

P2 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Moss Ancient
Potent Basilisk


STARTING HAND
Wandering Mimic
Young Treant
Tiny Basilisk
Playful Panda
Potent Basilisk
Feral Strike


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
Rampant Growth


[/spoiler][/details]

[details=NextHand][spoiler]
Tiny Basilisk
Playful Panda
Moss Ancient
Tiger Cub
Moss Ancient


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($12)
Worker - ($11)
Tech 3 rebuilds
Potent Basilisk - ($7)
Tiny Basilisk - ($5)
Young Treant, I draw - ($3)
Calamandra - ($1)
Tech Lab Feral - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2)
  • :target: [I]Lookout[/I]: Calamandra lvl 1 (2/3)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Feral)

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


Stacking the patrol zone, building a Feral Tech lab, and teching in an additional untargetable Tech 3 (Moss Ancient) and Tech 2 (Potent Basilisk).

[/spoiler][/details]

I’m assuming you meant for the basilisk to target Safe Attacking, so I torched it.
Player 1 Turn 7


[details=Tech StartingHand Workers]

[spoiler]TECH
Spreading Plague
Death and Decay


STARTING HAND
Death and Decay
Boot Camp
General’s Hammer
Crypt Crawler
Vigor Adept


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Grappling Hook
Savior Monk
Crypt Crawler


[/spoiler][/details]

[details=NextHand]

[spoiler]Spreading Plague
Plague Spitter
Smoker (1/1)
Snapback
Safe Attacking


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Death and Decay. Everything but basilisk dies. Tech buildings to 2, lab to 1, base to 14. - ($0)
Plague Spitter Trades with basilisk
Orpal breaks tech III. Base to 12
Grave breaks tech II. Base to 10

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


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

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (5/6)+sword
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Orpal lvl 6 (2/4, damage as -1/-1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 11
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 10

[details=Thoughts]

Again I have no tech II. This time, though, neither does he (heh, heh). I think I have a strong chance of winning this one. If I’d teched differently, I’d skip tech II and just go for the kill, but Half my deck is dead if I don’t build it, so build it I shall.
[/details]

Great play ! Think you missed that my Tech 1 goes too, as it was as 2HP. So my Base is at 8HP.

P2 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Tiny Basilisk
Moss Ancient
Moss Ancient
Playful Panda
Tiger Cub
T Rex


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector
Rampant Growth
Moss Ancient


[/spoiler][/details]

[details=NextHand][spoiler]
Potent Basilisk
Spore Shambler
Wandering Mimic
Moment’s Peace
Feral Strike


[/spoiler][/details]

[details=Discard][spoiler]
Potent Basilisk
Young Treant
Tiny Basilisk
Moss Ancient
Tiny Basilisk
T Rex


[/spoiler][/details]
Tech 0 card(s)
Get Paid + scav - ($11)
Worker - ($10)
Tech 1 rebuilds
Tiger Cub - ($8)
Playful Panda, summon Wisp - ($6)
River - ($4)

Float ($4)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiger Cub (2/2)
  • :pschip: [I]Technician[/I]: River lvl 1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech Lab HP: 1 (Feral)

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

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 11

[details=Thoughts][spoiler]



[/spoiler][/details]

I did miss that! I teched General’s Hammer on T2 with the express purpose of breaking that, but never found an opportunity to play it.

Player 1 Turn 8


[details=StartingHand Workers]

[spoiler]STARTING HAND
Smoker (1/1)
Snapback
Spreading Plague
Plague Spitter
Safe Attacking


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Grappling Hook
Savior Monk
Crypt Crawler


[/spoiler][/details]

[details=NextHand]

[spoiler]Vigor Adept
Death and Decay
Sensei’s Advice
Reversal
General’s Hammer


[/spoiler][/details]

[details=Discard]

[spoiler]Smoker (1/1)
Spreading Plague
Safe Attacking
Snapback
Plague Spitter


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Play and sac smoker. Put a rune on the whisp. It dies. Orpal triggers to put runes on tiger and panda. - ($9)
Spreading Plague, Panda and Tiger die. - ($5)
Orpal kills River, takes 2 damage
Grave breaks Tech 1, base to 6
Tech II (Discipline) - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (5/6)+
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Orpal lvl 6 (2/2, damage as -1/-1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 6
  • Disc: 5

[B]Gold:[/B]

  • Gold: 1
  • Workers: 10

[details=Thoughts]

I expect a resignation here. He can’t survive this for much longer. I was 1 shy of lethal here if I’d played Snapback instead of Tech II, and hit his base with both heroes, but this eliminates any chance he might have conceivably had to mount a defense.
[/details]

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