Casual petE ([Necro]/Balance/Anarchy) vs ARMed_Pirate([Present]/Demonz/Growth)

P1T2


Tech StartingHand Workers

TECH

Ardraā€™s Boulder
Giant Panda


STARTING HAND
Young Treant
Ironbark Treant
Spore Shambler
Playful Panda
Merfolk Prospector

WORKERS

Verdant Tree
Young Treant

NextHand

Ironbark Treant
Forestā€™s Favor
Giant Panda
Merfolk Prospector
Spore Shambler

Tech 2 card(s)
Get Paid + float - ($6)
Worker
Recruit Playful Panda, and Wisp! - ($4)
Summon Argagarg Garg, and Wisp! - ($2)
Build Tech I - ($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]: Willow the Wisp (0/1)
  • :exhaust: [I]Technician[/I]: Billow the Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Playful Panda (2/2)
  • Argagarg Garg, Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts][spoiler]
Lots of options, but Iā€™m opting for the unit flood+Tech I.

After the drawā€¦no Boulder, but Panda. Unless I see something awesome to do with FF+Prospector, itā€™ll probably be some combination of Shambler, Ironbark, and Giant Panda. Shambler might be the smart play, so I can unload runes onto GP the following turn, while also getting out Boulder+Tech II. Next tech will be 2x Guardian at the Gates.
[/spoiler]

[/details]

P2 Turn2


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


STARTING HAND
Deteriorate
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Summon Skeletons


WORKERS
Jandra, the Negator
Poisonblade Rogue


[/spoiler][/details]

[details=NextHand][spoiler]
Skeletal Archery
Summon Skeletons
Thieving Imp
Deteriorate


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth kills tech Wisp
Skeleton - ($4)
Skeleton Javelineer - ($3)
Pestering Haunt
Tech1 - ($1)
Garth to lvl 2 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (3)
  • Garth lvl 2 (1/3)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Those Wisps are great protection against StW. Iā€™m leveling Garth rather than floating $1 in case of Tax Collector.

[/spoiler][/details]

P1T3


Tech StartingHand Workers

TECH

Guardian at the Gates
Guardian at the Gates


STARTING HAND
Merfolk Prospector
Giant Panda
Forestā€™s Favor
Ironbark Treant
Spore Shambler
Rampant Growth

WORKERS

Verdant Tree
Young Treant
Rampant Growth

NextHand

Forestā€™s Favor
Spore Shambler
Guardian at the Gates
Ardraā€™s Boulder
Tiger Cub

Tech 2 card(s)
Get Paid - ($6)
Draw from Technician
Recruit Giant Panda, and Wisp! - ($3)
Recruit Ironbark Treant - ($0)
Worker

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+aaa)
  • :psfist: [I]Elite[/I]: Willow the Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Playful Panda (2/2)
  • :exhaust: [I]Technician[/I]: Pillow the Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Argagarg Garg, Lv. 1 (1/3)
  • Giant Panda (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]
Could have killed Garth with FF and RG, but that wouldnā€™t have left me enough to play any of my biggies. I thought about teching Stampede with my army, but it didnā€™t seem worth it 2 turns out. So Iā€™m sticking with the plan.

After the drawā€¦ not bad. Prospector would have been better, but still not bad. Build Tech II and play Boulder or Shambler, or maybe FF and Shambler (paying to toss a rune somewhere), midband Arg, try to get the kill for max Arg, and tech 2x Stampede, and postpone Tech II.
[/spoiler]

[/details]

P2 Turn3


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


STARTING HAND
Thieving Imp
Deteriorate
Summon Skeletons
Skeletal Archery
Bone Collector


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons


[/spoiler][/details]

[details=NextHand][spoiler]
Wandering Mimic
Sacrifice the Weak
Tiny Basilisk
Deteriorate


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Garth to lvl 4 - ($5)
Make and sac a Skeleton to draw - ($4)
Deteriorate Ironbark Treant
Garth, Javelin and Haunt kill Ironbark (Haunt to Graveyard)
Bone Collector - ($2)
Skeleton - ($1)
Worker - ($0)
Tap Graveyard to resurrect Haunt

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (3)
  • Garth lvl 4 (2/3)
  • Pestering Haunt (1/1)
  • Skeleton Javelineer (1/1, Javelin used)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Guessing heā€™ll head towards Growth Tech2, plan to use runes from Ancients and Growth spells to buff Birds. So teching some anti-air defence and flying offense with Taxman and Mimic. Good to spread out between Tech1 and Tech2 with the risk of Injunction.

[/spoiler][/details]

I guess I should have put the PP in SQL! Nicely done on taking out a $3 with $0.

P1T4


Tech StartingHand Workers

TECH

Censorship Council
Stampede


STARTING HAND
Ardraā€™s Boulder
Tiger Cub
Guardian at the Gates
Spore Shambler
Forestā€™s Favor

WORKERS

Verdant Tree
Young Treant
Rampant Growth
Tiger Cub

NextHand

Stampede
Guardian at the Gates
Censorship Council
Guardian at the Gates
Merfolk Prospector

Tech 2 card(s)
Get Paid - ($7)
Worker
Recruit Ardraā€™s Boulder - ($5)
Build Tech II (Law) - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Giant Panda (2/4+a)
  • :psfist: [I]Elite[/I]: Willow the Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Playful Panda (2/2)
  • :exhaust: [I]Technician[/I]: Pillow the Wisp (0/1)
  • :target: [I]Lookout[/I]: Ardraā€™s Boulder (0/6, Resist 1 from Lookout)
    [B]In Play:[/B]
  • Rich Earth
  • Argagarg Garg, Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]
It was really tempting to just throw a ton of runes on Giant Panda and put him in SQL, or put a rune on Boulder and midband Arg, or max Arg+Boulder and double-tech Stampede. But I donā€™t want to waste my techs, and I think I need Censorship Council out, so I teched one CC, one Stampede for later, and hoped for a lucky draw.

After the drawā€¦ Lots of optionsā€¦ 2x GotG+Midband Arg or bring in Rook+Prospector? CC+Max Arg+Prospector? (Looks good.) GotG+CC+Midband Arg/Rook? GotG+Max Arg+Rook? Well, itā€™ll be fun either way.

My next tech will probably be Stampede+Gryphon.
[/spoiler]

[/details]

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Nether Drain
Potent Basilisk


STARTING HAND
Sacrifice the Weak
Tiny Basilisk
Wandering Mimic
Deteriorate


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak


[/spoiler][/details]

[details=NextHand][spoiler]
Nether Drain
Gunpoint Taxman
Skeletal Archery
Thieving Imp


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bone Collector attacks Giant Panda, makes a Skeleton
Haunt and Skeleton trade with Giant Panda
Garth kills Playful Panda
Javelineer kills tech Wisp
Skeleton deals 1dmg to Boulder
Tiny Basilisk - ($5)
Skeleton - ($4)
Tech2 Balance - ($0)
Tap Graveyard to resurrect Haunt

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+1, deathtouch)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (3)
  • Garth lvl 4 (2/1)
  • Pestering Haunt (1/1)
  • Skeleton Javelineer (1/1, Javelin used)
  • Bone Collector (3/1)
  • Skeleton (1/1)
    [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: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]


Teching Nether Drain to deal with a max Rook wall and Potent Basilisk to discard Rich Earth or Birdā€™s Nest. With a growing Skelly army, could get value from midband Midori.

[/spoiler][/details]

@petE Rolled back the spreadsheet, drew from technician, re-discarded/drew. Good to go. (:

P1T5


Tech StartingHand Workers

TECH

Lawbringer Gryphon
Lawbringer Gryphon


STARTING HAND
Merfolk Prospector
Guardian at the Gates
Stampede
Censorship Council
Guardian at the Gates
Forestā€™s Favor

WORKERS

Verdant Tree
Young Treant
Rampant Growth
Tiger Cub
Stampede

NextHand

Playful Panda
Spore Shambler
Lawbringer Gryphon
Ironbark Treant

Tech 2 card(s)
Get Paid + float - ($9)
Scavenger bonus - ($10)
Draw from Technician
Worker
Recruit Guardian at the Gates ā€œRocketā€ - ($7)
Recruit Guardian at the Gates ā€œGrootā€ - ($4)
Build a Censorship Council - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ardraā€™s Boulder (0/5+a)
  • :psfist: [I]Elite[/I]: Willow the Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Rocket, Guardian at the Gates (1/6, disables units it damages)
  • :exhaust: [I]Technician[/I]: Groot, Guardian at the Gates (1/6, disables units it damages)
  • :target: [I]Lookout[/I]: Argagarg Garg, Lv. 1 (1/3, Resist 1 from Lookout)
    [B]In Play:[/B]
  • Rich Earth
  • :heart: Censorship Council HP: 5 (You canā€™t play more than 1 card from hand per turn)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

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

[details=Thoughts][spoiler]
Extra money is nice. I got to do lots of stuff!

But I had to shove Arg into patrol to keep Zane from shoving the Boulder around. Heā€™s digging through it!
Well, now that I think about it, he just has to max Garth, pull out a F.Dragon, turn Boulder into a 3/1 that goes poof, then he can do whatever Zane shenanigans he wants, which will be easier, since he can kill Arg with Basilisk for free Zane levels. Ah well. Iā€™ll start next turn with a clean slate!
[/spoiler]

[/details]

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Fairie Dragon


STARTING HAND
Gunpoint Taxman
Skeletal Archery
Thieving Imp
Nether Drain


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
Thieving Imp


[/spoiler][/details]

[details=NextHand][spoiler]
Pirate Gunship
Deteriorate
Nether Drain
Potent Basilisk
Wandering Mimic


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
2 Skeletons, Javelineer and Bone Collector kill Boulder, make a Skeleton
Skeleton trades with Wisp
Haunt suicides into tech Guardian
Tiny Basilisk kills Arg, Garth to lvl 6
Garth to max, summons Fairie Dragon from discard, feather rune floats and kills tech Guardian, you draw - ($7)
Garth deals 3dmg to scav Guardian
Skeleton - ($6)
Tap Graveyard to resurrect Haunt
Tech3 - ($1)
Tech Lab Anarchy - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (3)
  • Garth lvl 6 (3/3)
  • Pestering Haunt (1/1)
  • Skeleton Javelineer (1/1, Javelin used)
  • Bone Collector (3/1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Tiny Basilisk (1/1, deathtouch)
  • Fairie Dragon (4/2, flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


Building Tech3 while my Tech2 isnā€™t shut down with Injunction. Avoiding giving away a scav bonus, so he doesnā€™t have the $$ for max Bigby -> Judgement Day board wipe.

[/spoiler][/details]

P1T6


Tech StartingHand Workers

TECH

Judgment Day
Judgment Day


STARTING HAND
Ironbark Treant
Spore Shambler
Lawbringer Gryphon
Playful Panda
Giant Panda

WORKERS

Verdant Tree
Young Treant
Rampant Growth
Tiger Cub
Stampede
Playful Panda

NextHand

Giant Panda
Merfolk Prospector
Judgment Day
Forestā€™s Favor
Lawbringer Gryphon

Tech 2 card(s)
Get Paid - ($9)
Draw from technician
Worker
Build Tech III - ($4)
Recruit Ironbark Treant - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Rocket, Guardian at the Gates (1/3+a, disables units it damages)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Ironbark Treant (1/2+aa)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • :heart: Censorship Council HP: 5 (You canā€™t play more than 1 card from hand per turn)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]
I should have thought about Judgment Day way sooner. Too late, probably.

After the drawā€¦ next turn will be a choice between Judgment Day and Gryphon, assuming Tech III is still up, which is a very big assumption.
[/spoiler]

[/details]

Gunships have drawn favourably for me this series.

P2 Turn6


[details=StartingHand Workers][spoiler]
STARTING HAND
Wandering Mimic
Deteriorate
Potent Basilisk
Nether Drain
Pirate Gunship

[/spoiler][/details]

Get Paid - ($10)
Pirate Gunship, deals 7dmg to Base, obliterates Guardian and Ironbark Treant - ($4)
Heroes/units deal a further 17HP breaking Base

GG !

1 Like

Yeah, I donā€™t think your deck was the one to try out a pure wall strat against (assuming there is any deck itā€™d be helpful against), but Iā€™ve never seen it tried. In retrospect, Strength might have been the way to go against skeletons, with early Judgment Day and DeGrey. Which is not to say that thereā€™s anything I can necessarily do about a Gunship rush; Iā€™m not sure this codex has anything that can push through before we hit Tech III (you have at least 3 ways to deal with birds, and can probably shut down Rook before double EQ can go down), and Gunship wins against most Tech IIIs whether it comes out first or second.

Good game, sir! Thanks for letting me experiment!

2 Likes

Good on you for trying Law Tech2, thatā€™s a rarity. I was teching in expectation of a Strength-Growth plan generating Ancient runes with Pandas/Birds/Argagarg multiple arrivals, then buffing the Birds with runes and Growth spells ā€“ with Injunction thrown in as extra disruption. Though as you say, DeGrey would have cleaned up the Skeletons pretty well too.

2 Likes