Yeah losing that much early is a pretty big tempo swing. I also had exactly what I need at the right time. It’s up to you if you want to continue or rematch.
P2T4
Tech StartingHand Workers
TECH
Necromancer
Bone Catapault
STARTING HAND
Carrion Curse
Sickness
Thieving Imp
Deteriorate
Plague Spitter
Tech 2 card(s)
Get Paid - ($8)
Jandra fades into the abyss
Worker - ($7)
Tech II (Necromancy) - ($3)
Summon Plague Spitter - ($0)
Bone collector attacks and kills Rook, summoning a Skeleton
Vandy attacks Tech II for 4 damage.
I think this is a lost cause. Well played on your part, at least! I’m actually interested in swapping to [Anarchy]/Strength/Growth for a change, if you’re OK with that.
That sounds good. I’m interested in a change too. I’ll play [Growth]/Discipline/Finesse. Rolled a 29. I don’t play multicolor a lot so we’ll see how it turns out!
I mean, outside of the forums I only play Red and Green…
Random 22, so you get to go first. Also, why does every multi-color game I play put me against an opponent who shares one of my specs? Last time I used this one, my opponent used [Demonology]/Strength/Finesse, the most recent has Disease on both sides, and now you’re using one with Growth.
[details=Thoughts][spoiler]Let it be known that I could have killed his Prospector! I could even have Pillaged the scavenger gold, but I’d rather have a more stable opening after what happened last game.
Versatile Style can destroy upgrades, so I’m probably not going to use Might of Leaf and Claw this game. That leaves either Strength or Anarchy for my Tech II. Strength has the advantage of huge units that can do serious work, including one that can potentially get +12 ATK/+12 armor from Dinosize and another that can do 18 unstoppable damage to base if I can use two Dinosizes on it. Anarchy Tech II isn’t that great on its own (though maybe in another game it would be good with a Tech Lab for MoLaC), but at Tech III it gives the best game-ending unit possible. I’ll probably go with Strength if I feel like I have the advantage, and Anarchy if I feel a need to stall to Tech III.[/spoiler][/details]
I knew I should have killed that Prospector last turn! It’s going to cause me grief all game, isn’t it?
Player 2 Turn 2
Tech, Starting Hand and Workers
TECH
Gunpoint Taxman
Bird’s Nest
STARTING HAND
Bloodrage Ogre
Charge
Scorch
Nautical Dog
Bloodburn
WORKERS
Careless Musketeer
Bloodburn
Next Hand
Makeshift Rambaster
Scorch
Charge
Pillage
Mad Man
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($3)
Recruit Bloodrage Ogre - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Bombaster (2/2)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garus Rook Lv. 1 (2/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Going OK so far, but this is where it starts moving away from what has been almost identical to a Core Set game. Is he going for Sparring Partner? Nimble Fencer? Something else? There’s no real way of knowing for now. Unless things go terribly, I’ll probably go Strength with Arg support.
STARTING HAND
Playful Panda
Rich Earth
Young Treant
Verdant Tree
Nimble Fencer
WORKERS
Tiger Cub
Forest’s Favor
Young Treant
NextHand
Rampant Growth
Sparring Partner
Spirit of the Panda
Ironbark Treant
Playful Panda
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tap Merfolk for 1 g - ($6)
Max Arg to get a 3/3 Water Elemental - ($2)
Summon Nimble Fencer - ($0)
Tap Arg to give Nimble Fencer +1/A
Nimble Fencer hastily kills Bloodrage Ogre, takes 2 damage
Spore Shambler taps to give Water Elemental a +1/+1 rune
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3+A and +1/+1, Anti Air)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lv. 5 (1/5)
Merfolk Prospector (1/1)
Spore Shambler (0/1 and +1/+1 rune)
Nimble Fencer (2/1, Haste)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Do I kill Bombaster and give him the gold, or do I left him live? Questions, questions. I think, in the end, keeping him alive is fine, since he won’t get gold from it, and he has to spend gold to use the ability. I think my plan this game is to just out-economy him.
That feeling when Mad Man is the only unit in your hand that can patrol…
Player 2 Turn 3
Tech, Starting Hand and Workers
TECH
Doubling Barbarbarian
Doubling Barbarbarian
STARTING HAND
Scorch
Makeshift Rambaster
Pillage
Charge
Mad Man
WORKERS
Careless Musketeer
Bloodburn
Scorch
Next Hand
Nautical Dog
Bird’s Nest
Bloodrage Ogre
Doubling Barbarbarian
Gunpoint Taxman
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Strength Tech II - ($3)
Recruit Mad Man - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bombaster (2/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Mad Man (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Garus Rook Lv. 1 (2/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
I don’t have an option that kills the Elemental that isn’t horribly inefficient and doesn’t leave me incredibly vulnerable. I went with what seemed like the least terrible option, since he’ll have to choose whether to break Tech II or kill Rook. If the former, great! He delayed my Barbarbarians, but I get to play both Bird’s Nest and Gunpoint Taxman without having to pay to repair Tech II. If the latter, also great! I get to play a Barbarbarian and Gunpoint Taxman.
Wow, bad luck man… I feel like that always happens to me as red: somehow I have no units standing!
P1T4
Tech StartingHand Workers
TECH
Maestro
Grounded Guide
STARTING HAND
Rampant Growth
Ironbark Treant
Sparring Partner
Playful Panda
Spirit of the Panda
WORKERS
Tiger Cub
Forest’s Favor
Young Treant
Rampant Growth
NextHand
Verdant Tree
Maestro
Nimble Fencer
Rich Earth
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tap Prospector - ($7)
Summon Sparring partner - ($6)
Arg casts Spirit of the Panda on Nimble Fencer (+2/+2, 1 gold for attack, upkeep: healing 1) - ($2)
Spore Shambler taps to give +1/+1 to Nimble Fencer
Water elemental kills Bombaster, takes 2 dmg
Arg kills Mad Man, takes 1 dmg, you gain 1 card
Nimbler Fencer kills Tech II, gains 1 gold, you base takes 2 dmg - ($3)
Float ($3)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Sparring Partner (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lv. 5 (1/4)
Merfolk Prospector (1/1)
Spore Shambler (0/1)
Nimble Fencer (4/3, +1/+1, Haste, Spirit of the Panda)
Water Elemental (3/1 and +1/+1, Anti Air)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 8
Thoughts
Hmmm. Do I kill his tech II or build my own? I think id rather take his out. I think I could do both, but I really want to get Spirit of the Panda in play. On another note: I just realized there’s and interesting interaction between Sparring Partner and Spore Shambler. Sparring Partner can only give +1 to guys without any runes. Shambler can give it to anyone. Chaining them together, where Sparring Partner buffs Shambler, I can continually stack +1s on the same unit. Pretty cool.
I’ve probably lost this. If he’s got Stampede in hand, he could run over everything I have and pquite possibly win this turn, and at the very least put me in an unwinnable position. If he doesn’t then I might live, but it’s pretty dicey.
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Upkeep: Spirit of the Panda heals 1 from Argagarg (1/5), Nimble Fencer (4/4 +1/+1), and Water Elemental (3/2 +1/+1)
Tech II (Finesse) - ($6)
Tap Prospector for +1 - ($7)
Play Nimble Fencer B - ($5)
Sparring Partner gives Nimble Fencer B a +1/+1
Sparring Partner pays 2 to ready, and spars with Spore Shambler giving him +1/+1 - ($3)
Spore Shambler taps to give Nimble Fencer B another +1/+1
Sparring Partner pays 2 to ready, and spars with Wisp, giving it +1/+1 - ($1)
Argagarg taps to give Wisp +1/+A
Nimble Fencer A (1 dmg, Spirit of the Panda, +1/+1, Total: 5/5) kills Gunpoint Taxman (+1 gold to me) - ($2)
Nimble Fencer B (Haste, +2/+2, Total: 4/5) kills Rook
Wisp (+2/+1/+A, Total: 2/2) trades his life for Bloodrage Ogre
Play Verdant Tree - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/2+A, +1/+1 Total: 4/4, Anti Air)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lv. 5 (1/5)
Merfolk Prospector (1/1)
Spore Shambler (0/1)
Nimble Fencer A (5/1, Haste, Spirit of the Panda)
Nimble Fencer B (4/1, Haste)
Sparring Partner (2/2)
Verdant Tree (Healing 1, Tap to build Tech buildings instantly)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
I’m enjoying the little +1/+1 factory I’ve created here. More or less have this one in the bag I think. Tech III Anarchy could have done some damage, but I think I’m fine against Oathkeeper. I can get enough runes on a unit to get past swift strike, and I have enough on the board that I’m pretty sure he’ll never reach tech III anyways.
Edit 1: accidentally played a Tech II unit.
Edit 2: forgot tower damage on Fencer B
Doubling Barbarbarian
Charge
Makeshift Rambaster
Mad Man
Doubling Barbarbarian
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Next Hand
Colossus
Bombaster
Dinosize
Bloodrage Ogre
Nautical Dog
Tech 2 card(s)
Get Paid - ($9) Cucco and Pipi kill your Nimble Fencers, because they’re just getting out of hand
Recruit Doubling Barbarbarian - ($6)
Summon Zane - ($4)
Zane casts Charge on Barbarbarian, giving it haste and +2 ATK until end of turn - ($2)
Summon Argagarg and Wisp - ($0) Barbarbarian kills Elemental and overpowers to Prospector, taking 4 damage Zane trades with Sparring Partner
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 1 (1/3)
Doubling Barbarbarian (3/1) (Overpower)
Cucco (1/1) (Flying)
Pipi (1/1) (Flying)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
So, I think this is my first time using Charge in any substantial way… Now I understand how useful it is. Sure, my only defender is a Wisp and I had to skip a worker to get even that, but I wiped his board apart from a rune-less Spore Shambler and Arg. Even if he were to Stampede this turn, it’s not like he could do that much with it… I guess he’d be able to kill either my Arg or the Barbarbarian. If Arg lives, I can Dinosize something next turn, and a Dinosized Bird can do some real work. If the Barbarbarian lives, I can probably just trade it for another thing on his board, which will have let one of my units kill three of his in total. Either way, I’m starting to get back from a terrible position!
Tech 0 card(s)
Get Paid - ($9)
Worker - ($8)
Play Grounded Guide - ($3)
Tower - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grounded Guide (4/4+A, +1 attack to other units, +2/+1 to Virtuosos)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Spore Shambler (0+1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lv. 5 (1/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tower HP: 4
Verdant Tree HP: 3 (Healing 1, Tap to build Tech buildings instantly)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts]
Surprised he was able to pull off that much damage in one round. The only thing holding me back now is card draw, but that should be slowly going up. We’ll see how the next few rounds go.[/details]