Casual: petE ([Feral]/Balance/Finesse) vs cstick ([Finesse]/Present/Discipline)

@cstick GLHF !
Recently saw your writeup of [Finesse]/Present/Discipline in the Favourite Decks thread, looks a really interesting deck.

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Spore Shambler
Playful Panda
Rampant Growth
Tiger Cub
Rich Earth


WORKERS
Rich Earth


[/spoiler][/details]

[details=NextHand][spoiler]
Merfolk Prospector
Ironbark Treant
Forest’s Favor
Verdant Tree
Young Treant


[/spoiler][/details]

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


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda, summon Wisp - ($1)

Float ($1)
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]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

[details=Thoughts][spoiler]


No Prospector in T1 hand, so need to choose between Hero only or Unit only. Going with Playful Panda, as Wisp will be a useful chump if this opens as a Grave vs Cal faceoff

[/spoiler][/details]

P2T1


StartingHand Workers

STARTING HAND
Older Brother
Brick Thief
Granfalloon Flagbearer
Helpful Turtle
Timely Messenger


WORKERS
Helpful Turtle


NextHand

Fruit Ninja
Tenderfoot
Spark
Bloom
Wither


Discard

Brick Thief
Granfalloon Flagbearer
Timely Messenger


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Older Brother - ($2)
Play Grave - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L1 Grave (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 6

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Young Treant
Ironbark Treant
Merfolk Prospector
Forest’s Favor
Verdant Tree


WORKERS
Rich Earth
Verdant Tree


[/spoiler][/details]

[details=NextHand][spoiler]
Spore Shambler
Tiger Cub
Nimble Fencer
Young Treant
Nimble Fencer


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Calamandra - ($3)
Forest’s Favour on Playful Panda - ($1)
Panda kills Older Brother
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]: Calamandra lvl 1 (3/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (3/1) [with 1/1 rune]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts][spoiler]


Couldn’t see a foolproof way to bring out a Hero without risking a kill by Grave. But this option seems decent – tech 2xFencers, buff Panda to kill Older Bro, Cal into Elite, Wisp in SQL. He can only get to Cal by spending $2 to wither the Wisp. Unless he also had Bloom to buff Grave, he can’t kill Cal without opening himself up to a Hero kill from Panda + a Fencer. Fencers can also give Mimics haste later on.


[/spoiler][/details]

P2T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Wither
Tenderfoot
Spark
Bloom
Fruit Ninja


WORKERS
Helpful Turtle
Fruit Ninja


NextHand

Granfalloon Flagbearer
Argonaut
Wither
Timely Messenger


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Wither the Wisp - ($3)
Midband Grave - ($1)
Grave kills Calamandra and levels to 5
Play Tenderfoot - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L5 Grave (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I’m not sure whether going for the hero kill here was the right play, but I’ll give it a shot. I’m teching Argonauts since I don’t really want any of Grave’s spells next turn, and 3 gold I have enough for Tech 1 + max Grave + 2 cost spell unit next turn, followed by Argonaut + Tech 2 on turn 4.

P1 Turn3


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


STARTING HAND
Tiger Cub
Young Treant
Nimble Fencer
Spore Shambler
Nimble Fencer


WORKERS
Rich Earth
Verdant Tree
Spore Shambler


[/spoiler][/details]

[details=NextHand][spoiler]
Merfolk Prospector
Forest’s Favor
Rampant Growth
Ironbark Treant


[/spoiler][/details]

[details=Discard][spoiler]
Playful Panda
Young Treant
Tiger Cub
Wandering Mimic
Wandering Mimic


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nimble Fencer - ($3)
Nimble Fencer - ($1)
Fencer duo kills Tenderfoot
Panda trades with Grave

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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/2)
  • Nimble Fencer (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]


Well that could have gone worse – eg if he’d both Wither and Bloom and I was facing 4/5 instead of 3/2 Grave, or I hadn’t drawn a Fencer. Or better – eg if he hadn’t drawn Wither for the Cal kill, or missed Tenderfoot for the 3HP SQL block. As it is, I can trade his Hero off, not very efficiently, and we’re left pretty even.

Option 1: play Hero + Fencer; Panda and Fencer trade with Tenderfoot and Grave; I’m left with a lvl 3 Midori or River. Option 2: play 2 x Fencers to kill Tenderfoot; Panda kills Grave; I’m left with 2 x 2/2 Fencers. Prefer Option 2, even though it takes me down a card, as my hand is better developed, and at least one Fencer should survive until T5 when it could give a Mimic haste or be buffed by a Grounded Guide.

Teching 2xMimics. Balance seems a better plan than Finesse, with Potent Basilisk a great answer to Hyperions. Mimics answer YLD if he goes Discipline, and also copy sparkshot from Grave/Geiger. This turn’s and next turn’s techs go into my next cycle, 9 or 10 cards including eg 2xMimics, Potent B, Behind the Ferns should give me decent options.


[/spoiler][/details]

P2T3


Tech StartingHand Workers

TECH
Immortal
Immortal


STARTING HAND
Argonaut
Wither
Timely Messenger
Granfalloon Flagbearer
Argonaut


WORKERS
Helpful Turtle
Fruit Ninja
Wither


NextHand

Immortal
Older Brother
Spark
Brick Thief
Bloom


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Granfalloon Flagbearer - ($3)
Build Tech 1 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Granfalloon Flagbearer (2/2+A)
  • :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: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

That’s annoying. It’s especially annoying that I drew the second Argonaut off of Technician. I’m teching Immortals because I’m expecting him to go for some sort of Balance + fliers plan, against which Ready or Not should be good against. The Immortals go well with Ready or Not.

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Behind the Ferns
Potent Basilisk


STARTING HAND
Merfolk Prospector
Ironbark Treant
Forest’s Favor
Rampant Growth


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Merfolk Prospector


[/spoiler][/details]

[details=NextHand][spoiler]
Potent Basilisk
Young Treant
Playful Panda
Forest’s Favor
Wandering Mimic


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Calamandra - ($5)
Tech 2 Balance - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nimble Fencer (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 1 (2/3)
    [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: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


Flagbearer doesn’t affect many cards I might use – Rampant Growth, Fairie Dragon, T Rex. So continuing as planned, teching Potent B and Behind the Ferns. Playing out just Cal, to bring hand size back to 5.

[/spoiler][/details]

P2T4


Tech StartingHand Workers

TECH
Ready or Not
Ready or Not


STARTING HAND
Spark
Brick Thief
Bloom
Older Brother
Immortal


WORKERS
Helpful Turtle
Fruit Ninja
Wither
Spark


NextHand

Tenderfoot
Immortal
Argonaut
Timely Messenger


Discard

Bloom
Immortal
Ready or Not
Ready or Not


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Play Older Brother - ($6)
Play Brick Thief, dealing 1 to your Tech 2 - ($4)
Build Tech 2: Present - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Granfalloon Flagbearer (2/2)
  • :pschip: [I]Technician[/I]: Brick Thief (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

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

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
T Rex
Feral Strike


STARTING HAND
Forest’s Favor
Playful Panda
Wandering Mimic
Young Treant
Potent Basilisk


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Merfolk Prospector
Playful Panda


[/spoiler][/details]

[details=NextHand][spoiler]
Ironbark Treant
Tiger Cub
Behind the Ferns
Wandering Mimic
Rampant Growth


[/spoiler][/details]

[details=Discard][spoiler]
Forest’s Favor
Young Treant
Potent Basilisk
T Rex
Feral Strike


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Wandering Mimic (with haste from Fencer) kills Older Brother - ($4)
Calamandra kills Brick Thief, you draw
Cal to mid - ($2)

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nimble Fencer (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 3 (3/4)
  • Wandering Mimic (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)

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

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

[details=Thoughts][spoiler]


Playing hasted Mimic and levelling up Cal rather than Mimic + Potent B as I don’t want to leave Cal at lvl 1 and vulnerable to Tricycloid runes. Next turn have options to play Behind the Ferns to give Mimics haste, build Tech 3, or max Cal for possible Feral Strike.

[/spoiler][/details]

P2T5


Tech StartingHand Workers

TECH
Now!
Rambasa Twin


STARTING HAND
Argonaut
Immortal
Tenderfoot
Timely Messenger
Argonaut


WORKERS
Helpful Turtle
Fruit Ninja
Wither
Spark
Tenderfoot


NextHand

Older Brother
Timely Messenger
Ready or Not
Bloom
Argonaut


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Immortal - ($2)
Play Grave - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Immortal (5/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Granfalloon Flagbearer (2/2)
  • :pschip: [I]Technician[/I]: L1 Grave (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Alright, I was able to get the Immortal out this turn. I wish he had killed the Flagbearer as well, because I could have used the gold to put out Argonaut this turn. I don’t want to skip worker, since I’m expecting this game to drag on, so I’ll play Grave instead. There’s a good chance that he’ll die, but most possible trades work out pretty well for me now that I have the Immortal sitting in SQL. He has a pretty good shot at breaking my Tech 2 with flying and/or stealth, so I’ll tech some Tech 1 stuff instead.

1 Like

P1 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
T Rex
Feral Strike


STARTING HAND
Wandering Mimic
Ironbark Treant
Behind the Ferns
Tiger Cub
Rampant Growth


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Merfolk Prospector
Playful Panda
Ironbark Treant


[/spoiler][/details]

[details=NextHand][spoiler]
Feral Strike
Young Treant
Potent Basilisk
Feral Strike


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Behind the Ferns, Fencers get stealth - ($8)
Wandering Mimic #2, copies haste/stealth from Fencers - ($4)
Mimic #2 kills Grave, you draw, Cal to max
Mimic #1 and Fencer #1 break Tech 2, your Base to 18HP
Tap Cal to summon Stalking Tiger - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer #2 (2/2 + 1)
  • :psfist: [I]Elite[/I]: Stalking Tiger (5/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 5 (4/5)
  • Behind the Ferns
  • Wandering Mimic #1 (4/2)
  • Wandering Mimic #2 (4/2)
  • Nimble Fencer #1 (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Edit: corrected patroller name to Stalking Tiger

[details=Thoughts][spoiler]


Behind the Ferns - Fencer - Mimic combo works out really well, get to take out his Tech 2 and Grave. In fact was just 4atk short of bring able to break his Base. Tapping Cal to summon a Tiger to block his Immortal. Teching second T Rex and Feral Strike.

[/spoiler][/details]

1 Like

P2T6


StartingHand Workers

STARTING HAND
Bloom
Argonaut
Ready or Not
Older Brother
Timely Messenger
Immortal


WORKERS
Helpful Turtle
Fruit Ninja
Wither
Spark
Tenderfoot
Older Brother


NextHand

Ready or Not
Rambasa Twin
Argonaut
Brick Thief
Now!


Discard

Bloom
Ready or Not
Timely Messenger
Immortal
Argonaut


Tech 0 card(s)
Get Paid - ($10)
Play Geiger - ($8)
Bloom Flagbearer - ($6)
Flagbearer kills SQL Fencer
Immortal kills Tiger
Play Ready or Not on Immortal - ($2)
Immortal kills Calamandra, Geiger to L3
Hire a Worker - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L3 Geiger (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Granfalloon Flagbearer (3/1)
  • Immortal (5/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
Thoughts

All according to plan.

Edit: Base Health.

2 Likes

Nice one !

P1 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Feral Strike
Potent Basilisk
Feral Strike
Young Treant


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Merfolk Prospector
Playful Panda
Ironbark Treant
Feral Strike


[/spoiler][/details]

[details=NextHand][spoiler]
Rampant Growth
Tiger Cub
Forest’s Favor
T Rex


[/spoiler][/details]

[details=Discard][spoiler]
Stalking Tiger
Nimble Fencer
Behind the Ferns
Young Treant
Feral Strike


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Potent Basilisk - ($5)
Tech 3 - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wandering Mimic #1 (5/2)
  • Wandering Mimic #2 (4/2)
  • Nimble Fencer (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)
  • :heart: Tech III HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts][spoiler]


Whoa, that’s really effective use of Ready & Now. I could be in all sorts of trouble now with Present + Geiger’s flicker. I get to play Potent Basilisk in SQL, my Mimics will untargetable by Tricycloid runes while it stands. And building Tech 3, with T Rexes coming in next hand. Unfortunately T Rexes are vulnerable to Grave’s sword – had wondered earlier if I’d have been better teching Moss Ancients instead.

[/spoiler][/details]

1 Like

ur units do not ready, cuz ready or not

3 Likes

Worse than I thought then! Moved the units out of patrol.

P2T7


Tech StartingHand Workers

TECH
Hyperion
Martial Mastery


STARTING HAND
Argonaut
Rambasa Twin
Brick Thief
Now!
Ready or Not


WORKERS
Helpful Turtle
Fruit Ninja
Wither
Spark
Tenderfoot
Older Brother


NextHand

Argonaut
Hyperion
Now!
Martial Mastery


Tech 2 card(s)
Get Paid + float - ($12)
Play Rambasa Twins - ($8)
Play Now! on Rambasa Twin B - ($7)
Immortal and Rambasa Twin B kill Basilisk
Geiger + Flagbearer break Tech 3
Play Grave - ($5)
Play Ready or Not on Immortal - ($1)
Immortal breaks Tech 2

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


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Grave (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rambasa Twin A (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Granfalloon Flagbearer (3/1)
  • Immortal (5/5)
  • L3 Geiger (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
1 Like

Good game, well played! Thought I was in good shape with stealthy Fencers/Mimics and a possible T7 Feral Strike, but your Ready or Not setup with Immortal was super strong. Considering I drew both Tech 1s T3, and you got both yours on a dead draw, that was very well played.

2 Likes

GG. I guessed pretty early on that you were going for an evasive Wandering Mimic strategy, so I figured that Ready or Not would be good against you to lock your units down. Having never tried the strategy before, I was pretty impressed.

Reading through your thoughts, I noticed that you considered the possibility of Flagbearer affecting Faerie Dragon. FYI, Faerie Dragon can only target Tech 1 and 2 units.

Also, I noticed that on turn 6, your Mimic should have copied sparkshot from Grave and pinged my Flagbearer. It doesn’t change very much, though.

2 Likes

Had thought of both Ready or Not and Immortal as expensive cards, but very impressive seeing how strong a combo they make. 2 x 5atk per turn along with lockdown is powerful enough, but being able to do that even after the stealth Tech 2 break was the killer here. Strategy spot on!

1 Like