You could take out oni despite the swift strike? how?
Because I’d ignore Swift Strike, of course.
Another round, Persephone?
In case the turn-1 Tower didn’t tip you off, I was really afraid of stealthy Calamandra.
I was expecting to see an early tiger on turn 3 and/or 4.
Sure, I’ll play again. I want to try [ Blood / Fire ] / Law, aka Reverse Blood Anarchs. Your choice to go first or second.
I’ll go second, makes sense to switch sides, and I’ll stay with Green…eventually I have to make the Big Bad Nature Dudes work.
Opening Hand
- Pillage
- Mad Man
- Scorch
- Nautical Dog
- Bombaster
Player 1, Turn 1
Workers make 4g. (4g)
Hire 5th worker. (3g, 4 cards)
- Mad Man
Recruit a Bombaster for 2g. (1g, 3 cards)
Discard 3, draw 5.
Patrols:
Squad Leader: Bombaster (2 , 2 , 1 )
Elite:
Scavenger:
Technician:
Lookout:
Board:
Base: 20
1g banked, 5 workers.
5 cards in hand
- Careless Musketeer
- Makeshift Rambaster
- Bloodburn
- Charge
- Bloodrage Ogre
0 cards in deck
3 cards in discard
- Pillage
- Scorch
- Nautical Dog
Thoughts
Can I play a Bloodburn w/o losing my Tech I on p2t2?
"P2T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Tiger Cub
Spore Shambler
Playful Panda
Rich Earth
WORKERS
Rich Earth
NextHand
Verdant Tree
Young Treant
Merfolk Prospector
Forest’s Favor
Rampant Growth
Discard
Tiger Cub
Ironbark Treant
Spore Shambler
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda + Wisp - ($2)
Calamandra - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Wisp (0/1+1A)
- Elite:
- Scavenger: Calamandra Lv 1. (2/3)
- Technician:
- Lookout:
In Play:
- Playful Panda (2/2)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
Don’t have to worry about Oni, yippee! Instead, I have to worry about Drakk. He’ll be able to kill basically anything he wants to, plus Blood comes with Kidnapping so it’ll be dangerous to put out big stompers, so I figure going broad rather than deep is the way. And that seems to point to Feral. Barkcoat Bears might be a worthwhile tech due to the Resist.
"
Tech two cards. (5 discards)
- Pillage
- Scorch
- Nautical Dog
- Lobber
- Scribe
Player 1, Turn 2
1g banked. (1g)
Workers make 5g. (6g)
Hire 6th worker. (5g, 4 cards)
- Bloodburn
Build multicolor Tech I for 2g. (3g)
Recruit a Bloodrage Ogre for 2g. (1g, 3 cards)
Ogre patrols in Squad Leader, Bombaster in Technician.
Discard 3, shuffle 8, draw 5.
Patrols:
Squad Leader: Bloodrage Orge (3 , 2 , 1 )
Elite:
Scavenger:
Technician: Bombaster (2 , 2 )
Lookout:
Board:
Base: 20
Tech I (5 )
1g banked, 6 workers.
5 cards in hand
- Pillage
- Charge
- Scribe
- Makeshift Rambaster
- Lobber
3 cards in deck
- Scorch
- Nautical Dog
- Careless Musketeer
0 cards in discard
Thoughts
…I can. Should I?
The obvious problem here is it signals Hotter Fire for Potent Basilisk and/or Nature Reclaims pretty hard.
Potent Basilisk causes a lot of problems for Fire in general, most Law IIs, and is immune to Kidnapping. Tech II Balance is already favored by my having Haste units, and Circle of Life means they don’t even need to specialize. I think that means I’m probably going Blood II + Injunction / Judgment Day, or Drakk + Justice Juggernaut + Lawbringer Gryphon?
edit: accidentally duplicated/replaced a starter card in the deck
"P2T2
Tech StartingHand Workers
TECH
Centaur
Huntress
STARTING HAND
Young Treant
Rampant Growth
Merfolk Prospector
Verdant Tree
Forest’s Favor
WORKERS
Rich Earth
Merfolk Prospector
NextHand
Spore Shambler
Tiger Cub
Verdant Tree
Ironbark Treant
Centaur
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Calamandra casts Rampant Growth on Playful Panda, it becomes 4/4 - ($2)
Playful Panda playfully kills the BroGre, takes 1 damage after armor
Cala kills the Bombaster, takes 2 damage, you draw a card
Cala levels to midband, heals - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Wisp (0/1+1A Resist 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Playful Panda (2/1)
- Calamandra Lv 3. (3/4)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
OK, cleared the board, leveled up Cala. The Wisp is just a roadblock to avoid a cheap Haste attack. Centaur next turn, worker the Verdant Tree probably, then…stealth Cala attack? Max her out and grab a Tiger?
"
Draw a card from Technician. (6 cards)
- Careless Musketeer
Tech two cards. (4 discards)
- Scribe
- Bloodlust
- Bombaster
- Bloodrage Ogre
Player 1, Turn 3
1g banked. (1g)
Workers make 6g. (7g)
Hire a Scribe for 2g. (5g)
I draw a card. (6 cards)
- Nautical Dog
Hire 7th worker. (4g, 5 cards)
- Charge
Recruit a Lobber for 1g. (4g, 4 cards)
Dredge a Nautical Dog for 1g. (3g, 3 cards)
Assemble a Makeshift Rambaster for 2g. (1g, 2 cards)
Lobber hastily attacks and destroys Wisp.
Makeshift Rambaster hastily rams your Tech I for 3 damage.
Nautical Dog patrols in Technician.
Discard 2, draw 1, shuffle 6, draw 3.
Patrols:
Squad Leader: Scribe (1 , 3 , 1 )
Elite:
Scavenger:
Technician: Nautical Dog (1 , 1 , Frenzy 1)
Lookout:
Board:
Lobber (2 , 2 , pings buildings)
Makeshift Rambaster (1 , 2 , +2 vs. buildings)
Base: 20
Tech I (5 )
1g banked, 7 workers.
4 cards in hand
- Scorch
- Bloodlust
- Careless Musketeer
- Bombaster
3 cards in deck
- Scribe
- Bloodrage Ogre
- Pillage
0 cards in discard
Thoughts
“It’s not going down on cards if you leave one in Technician,” i assure myself as i close my eyes and ram the tech building with my shitty rambaster.
"P2T3
Tech StartingHand Workers
TECH
Centaur
Feral Strike
STARTING HAND
Spore Shambler
Verdant Tree
Centaur
Tiger Cub
Ironbark Treant
WORKERS
Rich Earth
Merfolk Prospector
Verdant Tree
NextHand
Young Treant
Huntress
Forest’s Favor
Rampant Growth
Discard
Tiger Cub
Spore Shambler
Centaur
Ironbark Treant
Centaur
Feral Strike
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cala discards 2 cards, goes Stealthy, kills the Lobber and takes 2 damage
Cala levels to max, heals - ($4)
Centaur - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Playful Panda (2/1+1A Resist 1)
- Elite:
- Scavenger: Centaur (3/4 Overpower, Resist 1)
- Technician:
- Lookout:
In Play:
- Calamandra Lv 5 (4/5)
Buildings:
- Base HP: 20
- Tech I HP: 2
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 6
Gold:
- Gold: 1
- Workers: 8
Thoughts
OK, that turn was rather crazy. At least Cala was still standing, so I figure next turn a Tiger is the right move if she’s still around. With a tiny bit of luck, she’ll hang around long enough for a Feral Strike, worth the gamble.
"
5 cards minus 1 worker, 1 centaur, and 2 discards for stealth leaves you with only 1 card left, to discard 1 and draw 3.
Tech two cards. (3 discards)
- Kidnapping
- Tax Collector
- Lobber
Player 1, Turn 4
1g banked. (1g)
Workers make 7g. (8g)
Hire 8th worker. (7g, 3 cards)
- Scorch
Summon Drakk Ramhorn for 2g. (5g)
Drakk imbues himself and Nautical Dog with Bloodlust for 2g. (3g, 2 cards, 4 discards)
Hasty Drakk attacks and kills Playful Panda, taking 2 damage.
Pay 3g to level Drakk to 4, midband. He heals and my units all gain Frenzy 1. (0g)
Nautical Dog, a 4/1 thanks to Bloodlust and double frenzy, attacks and trades with Centaur, dying in the process. (5 discards) You get a gold.
Frenzy Scribe destroys your Tech I. Your base takes 2 damage, to 18.
Makeshift Rambaster attacks your base for 4 damage, to 14.
Drakk takes 1 damage from Bloodlust at end of turn.
Discard 2, draw 3, shuffle 7, draw 1.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
Board:
Drakk Ramhorn, Lv. 4 (2 :crossed_swords, 3 of 4 , hits base on death, grants frenzy)
Scribe (1 , 3 , Frenzy 1)
Makeshift Rambaster (1 , 2 , +2 vs. buildings, Frenzy 1)
Base: 20
Tech I (5 )
0g banked, 8 workers.
4 cards in hand
- Scribe
- Bloodrage Ogre
- Pillage
- Lobber
6 cards in deck
- Careless Musketeer
- Bombaster
- Tax Collector
- Kidnapping
- Nautical Dog
- Bloodlust
0 cards in discard
Thoughts
You can make a tiger, or kill Drakk, but not both. So if I can’t cast Kidnapping, I won’t need it…?
With only 3 cards, no hero slot, and not Tech I, I predict you won’t be able to spend all of your gold, either.
Yeah, sorry, I hadn’t removed the Centaur from hand. I think the card count should be right now.
P2T5
Tech StartingHand Workers
TECH
Centaur
Feral Strike
STARTING HAND
Young Treant
Rampant Growth
Forest's Favor
Huntress
WORKERS
Rich Earth
Merfolk Prospector
Verdant Tree
Rampant Growth
NextHand
Centaur
Forest's Favor
Huntress
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Rebuilt Tech 1
Young Treant + draw - ($6)
Cala kills Drakk, takes 2 damage, my base gets hit
Cala casts Forest's Favor on herself
Heroes Hall - ($4)
Float ($4)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Young Treant (0/2 Resist 1)
- Lookout:
In Play:
- Calamandra Lv 5 (5/4 has +1 rune)
- Heroes Hall
Buildings:
- Base HP: 13
- Tech I HP: 5
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 4
- Workers: 9
Thoughts
Tech two cards. (3 discards)
- Injunction
- Captured Bugblatter
Player 1, Turn 5
0g banked. (0g)
Workers make 8g. (8g)
Hire a second Scribe, Bartholomew, for 2g. (6g, 3 cards)
I draw a card. (4 cards)
- Kidnapping
Hire 9th worker. (5g, 3 cards)
- Bloodrage Ogre
Recruit a Lobber for 1g. (4g, 2 cards)
He attacks and kills Young Treant. You draw a card.
Makeshift Rambaster and Scribe “Augustine” hit your Hero’s Hall for 3+1, destroying it. Your base takes 2 damage, to 11.
Build Tech II - Blood for 4g. (0g)
Scribe “Bartholomew” patrols in Technician.
Discard 2, draw 4.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician: Scribe “Bartholomew” (1 , 3 )
Lookout:
Board:
Scribe “Augustine” (1 , 3 )
Lobber (2 , 2 , lobs things)
Makeshift Rambaster (1 , 2 , +2 vs. buildings)
Base: 20
Tech I (5 )
Tech II - Blood (5 )
0g banked, 9 workers.
4 cards in hand
- Nautical Dog
- Bombaster
- Tax Collector
- Bloodlust
1 card in deck
- Careless Musketeer
4 cards in discard
- Pillage
- Kidnapping
- Injunction
- Captured Bugblatter
Thoughts
Is Hero’s Hall so close to Tech II a mistake? Especially when I need a Tower to kidnap invisible tigers? Well, with the money I save, I can build a tower! Right over my Hero’s Hall… wait, that doesn’t work. Yeah, let’s not do that. Tech II, then I can play Drakk + whoever and bloodlust both of them if I need to, or Tower and hide behind Scribes while I wait for Calamandra to ult.
I really need to start teching IIs on turn 3.
(minor note, you skipped “P2T4” in your header.)
P2T6
Tech StartingHand Workers
TECH
Murkwood Allies
Barkcoat Bear
STARTING HAND
Centaur
Huntress
Forest's Favor
Centaur (3/4 Overpower, Resist 1)
WORKERS
Rich Earth
Merfolk Prospector
Verdant Tree
Rampant Growth
Huntress
NextHand
Playful Panda (2/1+1A Resist 1)
Feral Strike
Spore Shambler
Discard
Young Treant (0/2 Resist 1)
Murkwood Allies
Barkcoat Bear
Forest's Favor
Tech 2 card(s)
Get Paid + float - ($13)
Technician draw
Worker - ($12)
Centaur - ($9)
Centaur - ($6)
Tech 2: Feral - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Centaur (3/4+1A Overpower Resist 1)
- Elite:
- Scavenger:
- Technician: Centaur (3/4 Overpower Resist 1)
- Lookout:
In Play:
- Calamandra Lv 5 (5/4 has +1 rune)
Buildings:
- Base HP: 11
- Tech I HP: 5
- Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 4
Gold:
- Gold: 2
- Workers: 10
Thoughts
Hard choice to give up the Huntress but I think it’s worth it, but I do worry about Gliders. I’m crossing my fingers for Cala to survive with Feral Strike coming up, that could turn things around instantly.
For konamicode
is unlikely for anyone to have tech II units before the 2nd reshuffle
Tech two cards. (6 discards)
- Ember Sparks
- Ember Sparks
- Pillage
- Kidnapping
- Injunction
- Captured Bugblatter
Player 1, Turn 6
0g banked. (0g)
Workers make 9g. (9g)
Appoint a Tax Collector for 2g. (7g, 3 cards)
He steals a gold from you! (8g)
Summon Drakk Ramhorne for 2g. (6g)
Pay 3g to raise him to Lv. 4, midband. All of my units gain Frenzy 1. (3g)
Drakk casts Bloodlust over himself (3/4) and Tax Collector (4/3) for 2g. (1g, 2 cards, 7 discards)
Drakk and Scribe “Augustine” attack your Squad Leader for 5, killing the Centaur. Scribe dies, Drakk takes 3 damage. (8 discards)
Rambaster and Scribe “Bartholomew” attack and kill the other Centaur, in Technician. They both also die. (10 discards) You draw a card.
Full of bloodlust, the frenzied Tax Collector attacks and defeats Calamandra Moss, dealing 4 damage before dying. (11 discards)
Drakk gains two free levels, to maxband, and heals.
From the sidelines, Jaina hollers something about being able to do the same thing with a Flame Arrow and without losing their entire army.
Lobber attacks your base for 3, to 8 .
Hire 10th worker. (0g, 1 card)
- Nautical Dog
Drakk takes 1 damage from Bloodlust.
Discard 1, shuffle 12, draw 2.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
Board:
Drakk Ramhorn, Lv. MAX (3 , 3 of 4 , damage on death, grants frenzy, hastes unit)
Lobber (2 , 2 , lobs things, Frenzy 1)
Base: 20
Tech I (5 )
Tech II - Blood (5 )
0g banked, 10 workers.
3 cards in hand
- Careless Musketeer
- Kidnapping
- Scribe
10 card in deck
- Bloodlust
- Tax Collector
- Captured Bugblatter
- Makeshift Rambaster
- Injunction
- Ember Sparks
- Pillage
- Ember Sparks
- Bombaster
- Scribe
0 cards in discard
Thoughts
I can kill Calamandra with Jaina and draw 5 cards, or I can play Tax Collector and make a worker, and draw 3 cards. Oh, Tax Collector lets me keep a unit in play and hit your base for 3-4. Lets do that then?
Do I go for Tech IIIs…? Two Shoddy Gliders is lethal if I keep Drakk + Tech II alive and flying blockers show up.
Or, just put your base in Ember Sparks range instead of killing Calamandra. If I lose both Lobber and Rambaster, you can’t pull anything that will win the game in one turn, can you? Double Gigadon or Rampaging Elephant would be problematic, but I can always draw a Kidnapping or Injunction, right? Maybe let’s not bet on that.
Pay 1g for a worker, 1g for Nautical Dog, or just keep the card and draw 50% more cards that aren’t “Careless Musketeer” ?
edit: corrected cards-in-hand count.
And just when I was about to pull off a boosted Feral Strike…
"P2T7
Tech StartingHand Workers
TECH
Barkcoat Bear
Stalking Tiger
STARTING HAND
Spore Shambler
Playful Panda (2/1+1A Resist 1)
Feral Strike
Ironbark Treant
WORKERS
Rich Earth
Merfolk Prospector
Verdant Tree
Rampant Growth
Huntress
Spore Shambler
NextHand
Young Treant (0/2 Resist 1)
Tiger Cub
Centaur (3/4 Overpower Resist 1)
Stalking Tiger
Tech 2 card(s)
Get Paid + float - ($12)
Taxation - ($11)
Technician draw
Ironbark Treant - ($8)
Arg - ($6)
Worker - ($5)
Arg maxes out - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Ironbark Treant (1/2+2A)
- Elite:
- Scavenger: Water ELemental (3/3 antiair)
- Technician: Wisp (0/1)
- Lookout:
In Play:
- Arg Lv 5 (1/5)
Buildings:
- Base HP: 8
- Tech I HP: 5
- Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 11
Thoughts
"
Player 1, Turn 7
0g banked. (0g)
Workers make 10g. (10g)
Hire a Scribe for 2g. (8g)
Drakk gives it Haste.
Draw a card. (3 cards)
- Bombaster
Drakk pays 4g to Kidnap Ironbark Treank. (4g, 2 cards)
Pay 2g to recruit and 1g to explode Bombaster, dealing 2 damage to and killing Wisp. (1g, 1 card)
Frenzied Lobber attacks and trades with Water Elemental.
Frenzied Ironbark hits your base for 4, Scribe for 2, and Drakk himself for 3, dealing 9 damage and destroying your base.
Good game!