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[Casual] Persephone :codexmontoya: Finesse / :codexonimaru: Peace / :codexhayes: Law vs. TheKonamiCode :codexmidori: Balance / :codexcalamandra: Feral / :codexargagarg: Growth

Continuing the discussion from Post Here if you're looking for a Play by Forum Opponent

I’ll go with :codexmontoya: Finesse / :codexonimaru: Peace / :codexhayes: Law, rolling 14.

(I would assume replying-as-new-topic would generate a notification but if not, hey @TheKonamiCode! Let’s play.)

OK, I’m going with Mono-Green, rolled 26. Good luck! I’m assuming you’re using the Neutral starter, right?

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Forest's Favor
Merfolk Prospector
Rich Earth
Playful Panda


WORKERS
Rich Earth


NextHand

Rampant Growth
Tiger Cub
Verdant Tree
Young Treant
Ironbark Treant


Discard

Forest's Favor
Spore Shambler
Playful Panda


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandara - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra Lv. 1 (2/3+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I know I'll have Rampant Growth next turn, so maybe I'll get an early hero gank. Otherwise it's about keeping the Prospector alive and golding up. I'm assuming we'll see a Peace engine coming, mayhbe with some sort of Two Step nonsense. I'll want to get Nature Reclaims in to deal with the Barracks. Old fashioned basic tech, Centaur and Tiny Basilisk.

Opening Hand
  • Tenderfoot
  • Wither
  • Timely Messenger
  • Fruit Ninja
  • Brick Thief

Player 2, Turn 1


Workers make 5g. (5g)

Hire 6th worker. (4g, 4 cards)
  • Brick Thief

Build a Tower for 3g. (1g)

Recruit a Tenderfoot for 1g. (0g, 3 cards)
She patrols in Squad Leader.

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader: Tenderfoot (1 :crossed_swords:, 2 :heart:, 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

Board:

Base: 20 :heart:
:eye: :bow_and_arrow: Tower (4 :heart:)

:pspig: 0g banked, 6 workers.


5 cards in hand
  • Granfalloon Flagbearer
  • Bloom
  • Helpful Turtle
  • Spark
  • Older Brother
0 cards in deck
3 cards in discard
  • Wither
  • Timely Messenger
  • Fruit Ninja

Thoughts

Hero + Wither Merfolk: you drop 4g, 4/5 Cala kills my hero, I have no way of preventing t3 tiger.

Hero + Wither Calamandra: you spend 2g for 2/3 Cala, 2g for Rampant Growth, kill my hero to maxband Cala. Same board but Cala is 3/4 and you have a Merfolk.

Hero + Tenderfoot: you pay 2g + 2 cards to assassinate hero + maxband Cala. I get Scav/Technician bonus.

Tenderfoot + Fruit Ninja/Brick Thief: You pay 2g to whack FN in SQL. Merfolk is +1g. Pay 2g for a blocker, make Tech I.

P1T2


Tech StartingHand Workers

TECH
Centaur
Tiny Basilisk


STARTING HAND
Verdant Tree
Ironbark Treant
Young Treant
Rampant Growth
Tiger Cub


WORKERS
Rich Earth
Verdant Tree


NextHand

Tiny Basilisk
Tiger Cub
Forest's Favor
Rampant Growth
Playful Panda


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk goes mining - ($5)
Tech 1 - ($4)
Ironbark Treant - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Ironbark Treant (1/2+2A)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)
  • Calamandra Lv. 1 (2/3+1A)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Don't think I've ever seen a Tower that early. That's fine at the moment, he wants to turtle for now, but it makes me wish I had gone with teh Rich Earth/Merfolk big money gambit. Going to grab another Centaur and Nature Reclaims, because I still think Peace is coming. Leaning toward Growth, that Tower means I"ll need extra beef.

Tech 2 cards. (5 discards)
  • :pspuzzle: Boot Camp
  • :pspuzzle: Nimble Fencer
  • Wither
  • Timely Messenger
  • Fruit Ninja

Player 2, Turn 2


Workers make 6g. (6g)

Hire 7th worker. (5g, 4 cards)
  • Spark

Begin construction of Tech I. (4g)

Age an Older Brother for 2g. (2g, 3 cards)

Deploy :codexonimaru: General Onimaru for 2g. (0g)

Tenderfoot patrols in Squad Leader, Older Brother in Scavenger.

Discard 3, shuffle 8, draw 5.


Patrols:
:psblueshield: Squad Leader: Tenderfoot (1 :crossed_swords:, 2 :heart:, 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger: Older Brother (2 :crossed_swords:, 2 :heart:)
:pspuzzle: Technician:
:eye: Lookout:

Board:
:codexonimaru: General Onimaru (2 :crossed_swords:, 3 :heart:, Frenzy 1)

Base: 20 :heart:
:eye: :bow_and_arrow: Tower (4 :heart:)

:pspig: 0g banked, 7 workers.


5 cards in hand
  • Granfalloon Flagbearer
  • Boot Camp
  • Helpful Turtle
  • Nimble Fencer
  • Timely Messenger
3 cards in deck
  • Bloom
  • Wither
  • Fruit Ninja
0 cards in discard

Thoughts

Tower makes it safer to play a hero + older brother, but Flagbearer prevents Rampant Growth / Forest’s Favor. Tower + Tenderfoot even trades with Ironbark Treant on attack!

Wait, why am I concerned about those again? Just play Oni and tech a Boot Camp to threaten surprising hero kills T3.

Oh my, that’s Boot Camp and Nimble Fencer together. Granted I had 4 tricks out of 8 cards but getting my two best is pretty nice! 5 tricks if you count Timely Messenger… which I also have…

P1T3


Tech StartingHand Workers

TECH
Centaur
Behind the Ferns


STARTING HAND
Tiger Cub
Forest's Favor
Playful Panda
Tiny Basilisk
Rampant Growth


WORKERS
Rich Earth
Verdant Tree
Tiger Cub


NextHand

Rampant Growth
Young Treant
Spore Shambler
Centaur


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Calamandra casts Forest's Favor on herself - ($4)
Calamandra kills the Tenderfoot, takes 2 damage
Cala levels to midband, heals - ($2)
Tiny Basilisk - ($0)
Merfolk goes mining - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+2 armor Resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Tiny Basilisk (1/2 Deathtouch, unattackable and unstoppable by Tech 0, Resist 1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1 Resist 1)
  • Calamandra Lv. 3 (4/5 has +1 rune)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Ok, so now I have to kill Oni quick, so Behind The Ferns will hopefully give me the edge. If I can keep the Mother of Tigers alive, I'll have a very nice situation.

Tech 2 cards. (3 discards)
  • :pspuzzle: Brave Knight
  • :pspuzzle: Discord
  • Tenderfoot

Player 2, Turn 3


Workers make 7g. (7g)

Older Brother attacks Ironbark Treant. He takes 1 damage and breaks 2 of the Treant’s 3 armor.

Onimaru pays 1g to send Older Brother to Boot Camp, making him a 3/3 (with 1 damage). (6g, 4 discards)

I draw a card. (5 cards, 2 cards in deck)
  • Fruit Ninja

:codexonimaru: General Onimaru attacks Ironbark Treant. In his frenzy, he destroys the remaining 1 armor and deals 2 damage to the treant, killing it. He takes 1 damage.

Hire 8th worker. (5g, 4 cards)
  • Fruit Ninja

Recruit a Nimble Fencer for 2g. (3g, 3 cards)
She hastily attacks and kills Tiny Basilisk, dying to Deathtouch. You get a gold. (5 discards)

Recruit a Timely Messenger for 1g. (2g, 2 cards)
He hastily attacks and trades with Merfolk Prospector (6 discards)

Recruit a Helpful Turtle for 2g. (0g, 1 card)
They patrol in Technician.

Discard 1, draw 2, shuffle 7, draw 1.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Helpful Turtle (1 :crossed_swords:, 2 :heart:)
:eye: Lookout:

Board:
:exhaust: +1 Older Brother (3 :crossed_swords:, 2 of 3 :heart:)
:exhaust: :codexonimaru: General Onimaru (2 :crossed_swords:, 2 of 3 :heart:, Frenzy 1)

Base: 20 :heart:
:eye: :bow_and_arrow: Tower (4 :heart:)

:pspig: 0g banked, 8 workers.


3 cards in hand
  • Bloom
  • Wither
  • Timely Messenger
6 cards in deck
  • Nimble Fencer
  • Brave Knight
  • Discord
  • Tenderfoot
  • Boot Camp
  • Granfalloon Flagbearer
0 cards in discard

Thoughts

Picked techs before I realized I wouldn’t have enough gold for Hero’s Hall. Should I have taken a 2nd Knight or Tax Collector instead?

I can always trade Oni into the tiger that’s coming up (?) next turn.

edit: this was turn 3

P1T4


Tech StartingHand Workers

TECH
Potent Basilisk
Wandering Mimic


STARTING HAND
Young Treant
Centaur
Spore Shambler
Rampant Growth
Forest's Favor


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler


NextHand

Behind the Ferns
Centaur
Playful Panda
Forest's Favor


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Young Treant + card - ($5)
Centaur - ($2)
Cala kills the Turtle, you draw
Cala levels to maximum and heals - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+1A can't attack Resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Centaur (3/4 Overpower Resist 1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra Lv. 5 (5/6 has +1 rune)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Changing my mind here, I'm going Balance instead, hoping to cash in on giving the Mimic Haste. Unfortunately I don't feel safe getting Tech 2 at the moment.

Helpful Turtle dies in Technician. I draw a card. (4 cards in hand, 5 in deck, 1 in discard)
  • Boot Camp
Tech 2 cards. (3 discards)
  • :pspuzzle: The Art of War
  • :pspuzzle: The Art of War
  • Boot Camp

Player 2, Turn 4


Workers make 8g. (8g)

Hire 9th worker. (7g, 3 cards)
  • Wither

+1 Older Brother attacks and slays Young Treant. His +1/+1 rune lets him deal 1 to armor and 2 damage to the tree.

Pay 4g to level Onimaru from 1 to 5, midband. He heals and becomes a 3/4 with Readiness (4/4 with Frenzy).

:codexonimaru: General Onimaru attacks and slays Centaur, taking 3 damage and dealing 4. You draw a card.

Pay 3g to level Onimaru from 5 to 8, maxband. He heals and recruits three 1/1 soldiers with sparkshot.

A soldier token patrols in Technician.

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Soldier “Biggs” (1 :crossed_swords:, 1 :heart:, Sparkshot)
:eye: Lookout:

Board:
:exhaust: +1 Older Brother (3 :crossed_swords:, 2 of 3 :heart:)
:codexonimaru: General Onimaru Lv. MAX (4 :crossed_swords:, 5 :heart:, Frenzy 1, Readiness)
Soldier “Wedge” (1 :crossed_swords:, 1 :heart:, Sparkshot)
Soldier “Jesse” (1 :crossed_swords:, 1 :heart:, Sparkshot)

Base: 20 :heart:
:eye: :bow_and_arrow: Tower (4 :heart:)

:pspig: 0g banked, 9 workers.


5 cards in hand
  • Nimble Fencer
  • Brave Knight
  • Discord
  • Tenderfoot
  • Granfalloon Flagbearer
0 cards in deck
6 cards in discard
  • The Art of War
  • The Art of War
  • Helpful Turtle
  • Bloom
  • Timely Messenger
  • Boot Camp

Thoughts

Predator Tiger would be really obnoxious, except that I have a Brave Knight waiting for me next turn. Stalking Tiger would eat my Tower detect and allow Calamandra to hit through, though. Nimble Fencer + 3/2 Older Brother + as many soldiers as it takes should be able to get through to it though? I just need to last long enough to draw Art Of War; Swift Strike will make Oni virtually invincible. (and if you cycle my deck by killing technician, guaranteed to get one turn-after-next)

Oh right, Feral Strike. You can cast that, but only to pull Tech Is (and not even two Centaurs! because one is in your discard.)

Ferocity and Feral Strike will also cause me problems, but we’ll figure something out. If I can keep him alive long enough to cast AoW once, they’ll be dead cards for at least a turn though.

edit: 9 workers

Have I mentioned how much I hate Oni?

P1T5


Tech StartingHand Workers

TECH
Wandering Mimic
Feral Strike


STARTING HAND
Behind the Ferns
Centaur
Playful Panda
Forest's Favor
Wandering Mimic


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda


NextHand

Merfolk Prospector (1/1 Resist 1)
Rampant Growth
Ironbark Treant (1/2+2 armor Resist 1)
Potent Basilisk
Tiny Basilisk (1/2 Deathtouch unattackable and unstoppable by Tech 0)


Discard

Young Treant (0/2+1A can't attack Resist 1)
Centaur (3/4 Overpower Resist 1)
Wandering Mimic
Feral Strike
Wandering Mimic
Behind the Ferns
Forest's Favor


Tech 2 card(s)
Get Paid - ($8)
Tech 2 (Balance) - ($4)
Centaur - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur (3/4+1A Overpower Resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra Lv. 5 (5/6 has +1 rune)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

OK, that turn hurt. Tech 2 is dangerous, but I know I have the Potent Basilisk coming online next turn. With a tiny bit of luck he'll play an Ongoing spell that I can burn off. More likely, Centaur gets Arrested and Cala ends up dead, but she'll at least kill some folks on her way out.

Yeah, I hate him too. I think Calamandra is about as bad, though. Writing up my turn and noticed that I left my Tech I off my board since I built it back on turn 2. Going to edit previous turns to correct that omission. (I’ve been playing Tech I units so I assume my Tech I isn’t a surprise to you.)

Tech 2 cards. (8 discards)
  • :pspuzzle: Judgment Day
  • :pspuzzle: Community Service

Player 2, Turn 4


Workers make 9g. (9g)

Hire 10th worker. (8g, 4 cards)
  • Granfalloon Flagbearer

Recruit a Nimble Fencer for 2g. (6g, 3 cards)

:codexonimaru: General Onimaru attacks and slays Centaur, taking 3 damage and dealing 1 to armor and 4 to health.

+1 Older Brother, Nimble Fencer, and Soldier “Biggs” each attack Calamandra. They deal 3, 2, and 1 damage, respectively, and each take 5 damage. :codexcalamandra: Calamandra Moss dies along with all three attackers. You get a gold. (10 discards, levels fizzle)

Soldiers “Wedge” and “Jesse” each hit your Tech II for 1 damage each.

Build a Hero’s Hall for 2g, sacrificing my Tower to make room. My base takes 2 damage. (4g)

Train and equip a Brave Knight for 3g. (1g, 2 cards)

Discard 2, shuffle 12 (!), draw 4.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

Board:
:codexonimaru: General Onimaru Lv. MAX (4 :crossed_swords:, 2 of 5 :heart:, Frenzy 1, Readiness)
Brave Knight (3 :crossed_swords:, 3 :heart:, retreats from combat)
:exhaust: Soldier “Wedge” (1 :crossed_swords:, 1 :heart:, Sparkshot)
:exhaust: Soldier “Jesse” (1 :crossed_swords:, 1 :heart:, Sparkshot)

Base: 18 :heart:
Tech I (5 :heart:)
:heroeshall: Hero’s Hall (4 :heart:)

:pspig: 1g banked, 10 workers.


4 cards in hand
  • Older Brother
  • Nimble Fencer
  • Boot Camp
  • Tenderfoot
8 cards in deck
  • The Art of War
  • Community Service
  • Discord
  • Timely Messenger
  • Bloom
  • Helpful Turtle
  • The Art of War
  • Injunction
0 cards in discard

Thoughts

My deck is fat and only contains two units that aren’t tech 0. Still, if I don’t draw Art of War, I have a better than 75% chance of getting one of Bigby’s spells.

(draws cards) Welp, that didn’t happen. Maybe I’ll get lucky with Boot Camp.

edit: 1g banked

That was a good early Cala counter, putting out the Tower.

P1T6


Tech StartingHand Workers

TECH
Wandering Mimic
Nature Reclaims


STARTING HAND
Tiny Basilisk (1/2 Deathtouch unattackable and unstoppable by Tech 0)
Potent Basilisk
Ironbark Treant (1/2+2 armor Resist 1)
Merfolk Prospector (1/1 Resist 1)
Rampant Growth


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda
Merfolk Prospector (1/1 Resist 1)


NextHand

Wandering Mimic
Young Treant (0/2+1A can't attack Resist 1)
Behind the Ferns
Nature Reclaims


Tech 2 card(s)
Get Paid - ($9)
Scavenger - ($10)
Worker - ($9)
Potent Basilisk - ($5)
Master Midori - ($3)
Ironbark Treatnt - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5+1A untargetable deathtouch)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ironbark Treant (1/2+2A)
  • :target: Lookout:

In Play:

  • Midori Lv. 1 (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Stabilized, for now. Potent Bask means that he'll need to lose some board presence to get past, can't be arrested. I imagine he'll have to go Tech 2, so he won't have much money left.

Tech 2 cards. (2 discards)
  • :pspuzzle: Scribe
  • :pspuzzle: Scribe

Player 2, Turn 6


1g floating. (1g)
Workers make 10g. (11g)

General Onimaru pays 1g to send Ironbark Treant to Boot Camp. (10g)
It gets a +1/+1 rune (4/3 before abilities) and is sidelined.

I draw a card. (4 cards, 3 discard)
  • Bloom

He casts Bloom on Soldier “Wedge” for 2g, who becomes a 2/2. (8g, 3 cards, 4 discards)

Recruit a Tenderfoot and Nimble Fencer for 1g and 2g. (5g, 1 card)

Tenderfoot and +1 Soldier “Wedge” both rush your Basilisk.
Tenderfoot breaks armor and dies. (5 discards)
Wedge damages 2 of 5 health and dies.

Brave Knight attacks and slays Potent Basilisk! He deals 3 damage and bravely flees to my hand instead of dying.

Re-deploy Brave Knight with 3g of hazard pay. (2g)

Summon :codexhayes: Bigby Hayes for 2g. (0g)

Nimble Fencer and Soldier “Jesse” attack and defeat :codexmidori: Master Midori, dealing 2+1 damage total and taking 2 each. Jesse dies, Fencer survives.
Bigby Hayes gains two levels, reaching midband.

:codexonimaru: General Onimaru readily attacks and destroys your Tech II, dealing 5 damage in his frenzy. Your base takes 2 damage.

Brave Knight patrols in Squad Leader, Bigby in Scavenger, Onimaru in Technician.

Discard 1, draw 3.


Patrols:
:psblueshield: Squad Leader: Brave Knight (3 :crossed_swords:, 3 :heart:, 1 :psblueshield:, Readiness, retreats from combat)
:psfist: Elite:
:ps_: Scavenger: :codexhayes: Bigby Hayes Lv. 3 (2 :crossed_swords:, 4 :heart:, Stash, sidelines)
:pspuzzle: Technician: :codexonimaru: General Onimaru Lv. MAX (4 :crossed_swords:, 2 of 5 :heart:, Frenzy 1, Readiness)
:eye: Lookout:

Board:

Nimble Fencer (2 :crossed_swords:, 1 of 3 :heart:, Haste)

Base: 18 :heart:
Tech I (5 :heart:)
:heroeshall: Hero’s Hall (4 :heart:)

:pspig: 0g banked, 10 workers.


3 cards in hand
  • Discord
  • The Art of War
  • Community Service
4 cards in deck
  • Timely Messenger
  • The Art of War
  • Helpful Turtle
  • Injunction
6 cards in discard
  • Scribe
  • Scribe
  • Boot Camp
  • Bloom
  • Tenderfoot
  • Older Brother

Thoughts

25% chance for AoW, 12.5% for Injunction, plus Bloom and Timely Messenger all kill Midori without losing Oni. Community Service if you’re holding a Mimic. If I can’t stop you from killing Oni, I can at least break your Tech II and make you pay 7g for the privilege. Dramatic music…

This is getting desperate.

P1T7


Tech StartingHand Workers

TECH
Tyrannosaurus Rex


STARTING HAND
Young Treant (0/2+1A can't attack Resist 1)
Nature Reclaims
Wandering Mimic
Behind the Ferns


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda
Merfolk Prospector (1/1 Resist 1)
Young Treant (0/2+1A can't attack Resist 1)


NextHand

Centaur (3/4+1A Overpower Resist 1)
Wandering Mimic
Tiny Basilisk (1/2 Deathtouch unattackable and unstoppable by Tech 0)
Feral Strike
Forest's Favor


Discard

Potent Basilisk (3/5+1A untargetable deathtouch)
Nature Reclaims
Behind the Ferns
Wandering Mimic
Tyrannosaurus Rex


Tech 1 card(s)
Get Paid - ($10)
Rebuild Tech 2
Arg, who maxbands - ($4)
Worker - ($3)
Calamandra - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (2/3+2A, has +1 rune)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Water Elemental (3/3 antiair)
  • :target: Lookout:

In Play:

  • Arg Lv. 5 (1/5)
  • Cala Lv. 1 (2/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech 2 Currently broken

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

This would be a nice time to get a Wandering Mimic out…

arg &cala with tech II down and no HH?

It’s too many heros, but I don’t think it matters.

Tech 0 cards. (6 discards)

Player 2, Turn 7


Workers make 10g. (10g)

:codexhayes: Bigby Hayes pays 5g to dig through your hand looking for a volunteer for some Community Service. (5g, 2 cards, 7 discards)

Ooh, a Wandering Mimic! It even has Haste.

:codexonimaru: General Onimaru pays 3g and casts his ultimate spell, The Art of War! He’s unstoppable and has swift strike until my next upkeep. (2g, 1 card, 8 discards)

He destroys your Tech II again. Your base takes 2 damage.

:codexhayes: Bigby Hayes exhausts to sideline Ironbark Treant.

Brave Knight attacks and kills Water Elemental. He takes 3 damage and bravely flees to my hand. You draw a card. (2 cards in hand)

Hire 11th worker. (1g, 1 card)
  • Discord

Nimble Fencer attacks and kills your Wisp. You get a gold.

Wandering Mimic attacks and defeats Calamandra, taking 2 damage.
Bigby gets two free levels and maxes.

Discard 1, draw 3.


Patrols:
:psblueshield: Squad Leader: :codexonimaru: General Onimaru Lv. MAX (6 :crossed_swords:, 2 of 5 :heart:, 3 :psblueshield:, Frenzy 1, Readiness, Swift Strike)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

Board:
:exhaust: :codexhayes: Bigby Hayes Lv. MAX (3 :crossed_swords:, 4 :heart:, Stash, sidelines, draws cards)
:exhaust: Nimble Fencer (2 :crossed_swords:, 1 of 3 :heart:, Haste)
:exhaust: Wandering Mimic (4 :crossed_swords:, 2 of 4 :heart:, Haste)

Base: 18 :heart:
Tech I (5 :heart:)
:heroeshall: Hero’s Hall (4 :heart:)

:pspig: 1g banked, 11 workers.


3 cards in hand
  • Injunction
  • Timely Messenger
  • Helpful Turtle
1 cards in deck
  • The Art of War
9 cards in discard
  • Scribe
  • Scribe
  • Boot Camp
  • Bloom
  • Tenderfoot
  • Older Brother
  • Community Service
  • The Art of War
  • Brave Knight

Thoughts

Should have teched Judgment Day. Eh, I can do it next turn before my deck cycles.
The only thing that endanger me at this point is a surprise Behind the Ferns (conveniently, Ironbark is too big!) to kill Bigby, who can ration out my Injunctions, Community Service, etc to make sure I always have one.

Tower + Tech II + TAoW + Worker next turn, keeping Injunction for the turn after.

I surrender. I could take out Oni, but that’s all. Good game!

Good game!