Casual: Stokes vs Hobusu

Player 2 Turn 6


Tech, Starting Hand and Workers

TECH

Stampede
Surprise Attack


STARTING HAND

Nautical Dog
Dinosize
Bombaster
Colossus
Bloodrage Ogre


WORKERS

Careless Musketeer
Bloodburn
Scorch
Pillage
Bloodrage Ogre


Next Hand

Makeshift Rambaster
Mad Man
Spirit of the Panda
Charge
Birdā€™s Nest


Discard

Dinosize
Nautical Dog
Bombaster
Colossus
Stampede
Surprise Attack


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Pipi kills Spore Shambler and gets shot down by your Tower
Arg casts Dinosize on Doubling Barbarbarian, giving it +12 ATK/+12 armor this turn - ($4)
Barbarbarian safely kills Grounded Guide and overpowers 10 damage to your base
Level Arg to max and summon a Water Elemental - ($0)
Arg exhausts to give Cucco +1 ATK/+1 armor this turn
Cucco safely pecks your base for 2 damage, leaving it with 8 HP

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Elemental (3/3+a) (Anti-air)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1+a)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
  • Doubling Barbarbarian (3/1) (Overpower)
  • Cucco (1/1) (Flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 5
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Going all in! The next couple of turns have a few different ways of getting some damage past his patrol, including outright demolishing it if it comes to that. Iā€™m just praying that leaving his Arg alive wonā€™t come back to bite meā€¦

P1T7


StartingHand Workers

STARTING HAND
Blademaster
Playful Panda
Sparring Partner
Maestro


WORKERS
Tiger Cub
Forestā€™s Favor
Young Treant
Rampant Growth
Rich Earth
Ironbark Treant


NextHand

Nimble Fencer
Merfolk Prospector
Nimble Fencer


Discard

Grounded Guide
Spore Shambler
Playful Panda


Tech 0 card(s)
Get Paid - ($10)
Get a card from Technician
Tech III - ($5)
Tap Verdant tree to build Tech III instantly
Play Maestro (Virtuosos are free) - ($2)
Play Blademaster
Play Sparring Partner - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Blademaster (7/5+A, All my units have Swift Strike)
  • :psfist: [I]Elite[/I]: Maestro (3+1/5)
  • :ps_: [I]Scavenger[/I]: Argagarg Lv. 5 (1/5)
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (Healing 1, Tap to build Tech buildings instantly)
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Drawing Maestro from Technician may have saved me. It means I can insta-build Tech III with enough money to Maestro and Blademaster. I need to play enough units in my patrol zone that he cannot overpower into my base. He has a total of 5 units (including his 0/1 wisp), so I think I need to block with absolutely everyone. If he has another dinosize, that could be bad, but I think I at least survive another turn.

Player 2 Turn 7


Tech, Starting Hand and Workers

TECH

Polymorph: Squirrel
Chaos Mirror


STARTING HAND

Mad Man
Charge
Makeshift Rambaster
Birdā€™s Nest
Spirit of the Panda


WORKERS

Careless Musketeer
Bloodburn
Scorch
Pillage
Bloodrage Ogre


Next Hand

Doubling Barbarbarian
Gunpoint Taxman
Whitestar Grappler
Stampede
Mad Man


Tech 2 card(s)
Get Paid - ($10)
Argagarg casts Spirit of the Panda on Cucco, who shall now be known as PANDABIRD - ($6)
Exhaust Arg to give +1 ATK/+1 armor to PANDABIRD for this turn
PANDABIRD safely does 4 damage to your base, leaving it at 4 HP ($7)
Summon Rook - ($5)
Rook casts Birdā€™s Nest, reviving Pipi - ($3)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Doubling Barbarbarian (3/1+2a) (Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Elemental (3/3+a) (Anti-air)
  • :pschip: [I]Technician[/I]: Garus Rook Lv. 1 (2/4)
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
  • PANDABIRD (3/3) (Flying, attacks: gain $1)
  • Pipi (1/1) (Flying)
  • Spirit of the Panda @PANDABIRD (Healing 1)
  • Birdā€™s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 5
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

Teched two different things that give me a small chance of getting rid of Blademaster, since killing him with birds doesnā€™t depend on my hand in any meaningful way. Still, if he has a way to kill my birds, thatā€™s probably game over.

So, do you have a way to kill PANDABIRD?

Ugh, I think thatā€™s GG. If I would have played Grave instead of Sparring Partner last round, I would have had a ready answer. I lost this one on my own mistake I guess. Birds nest is so frustrating to play against lol.

Iā€™m really impressed at how you pulled this one off, I thought you were done multiple times over. Ill need to look through the turns later to figure out where it went wrong.

Believe me, no one is more surprised than I am! That really came down to the wire, didnā€™t it? :sweat_smile:

The only reason I went for Strength Tech II at all was because Versatile Style makes Might of Leaf and Claw look silly. Growth spells combo incredibly well with Doubling Barbarbarian, so I knew there was potential there, but the biggest thing I learned is that trying to combo spells with Growth units is expensive! I had both Barbarbarians in hand when I played the one and used Charge on it, and the turn after I couldnā€™t play Colossus if I wanted to use Dinosize. The choice between Dinosize and Spirit of the Panda is hard, since one gives a stupid bonus for one turn (as you saw), whereas the other gives a much smaller bonus that lasts and helps your economy. By the way, it was really disappointing on my last turn that my Barbarbarian was 1 HP short of tanking the swift strike from Blademaster with Spirit of the Panda and Argā€™s midbandā€¦

In summary, please let me know if you figure out how I pulled that off; Iā€™d like to know myself! :wink:

Up for one more before CAPS? Iā€™ll be sticking with this codex, but you can switch if you like.

1 Like

Sounds good, Iā€™m up for a rematch. Iā€™m definitely gonna look through it later, that was such a great game haha. You can go first if you want. I might be able to reply later tonight!

1 Like

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Bombaster
Bloodburn
Scorch
Nautical Dog
Careless Musketeer


WORKERS

Bloodburn


Next Hand

Mad Man
Bloodrage Ogre
Pillage
Makeshift Rambaster
Charge


Discard

Bombaster
Scorch
Careless Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit the Nautical Dog! - ($2)
Summon Argagarg and Wisp - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg Garg Lv. 1 (1/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Nautical Dog (1/1) (Frenzy 1)
    [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: 5
Thoughts

Going to try something different. Nautical Dog & midband Arg gives 3 ATK on turn 2, and the Wisp helps as a chump blocker. Since this is my last chance to try a different opening before CAPS, I thought I ought to mix it up!

P2T1


StartingHand Workers

STARTING HAND
Playful Panda
Tiger Cub
Spore Shambler
Young Treant
Merfolk Prospector


WORKERS
Tiger Cub


NextHand

Rich Earth
Verdant Tree
Forestā€™s Favor
Ironbark Treant
Rampant Growth


Discard

Young Treant
Merfolk Prospector
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Argagarg - ($2)
Summon Playful Panda - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+A)
  • :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)
  • Argagarg (1/3)
    [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

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Calypso Vystari
Spirit of the Panda


STARTING HAND

Bloodrage Ogre
Pillage
Mad Man
Makeshift Rambaster
Charge


WORKERS

Bloodburn
Pillage


Next Hand

Makeshift Rambaster
Mad Man
Spirit of the Panda
Careless Musketeer
Scorch


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Nautical Dog pokes the Squad Leader wisp curiously; it disappears in a burst of light
Argagarg disperses your Scavenger wisp, but is unable to grab the gold that falls out before your Panda does
Recruit Bloodrage Ogre - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 1 (1/3)
  • Nautical Dog (1/1) (Frenzy 1)
    [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]Iā€™m OK with giving him a gold if it means potentially blowing him out later. Wisps arenā€™t that threatening on their own, but they just keep the patrol zone clogged the whole gameā€¦ Ogre will keep Panda out even if he uses Argā€™s midband to buff it, and thatā€™ll leave him with little defense. At the same time, letting me keep both Ogre and Dog is a bad ideaā€¦

Calypso Vystari seems like sheā€™ll be useful with Growth spells, and Spirit of the Panda will help me keep the board and economy in my favor.[/spoiler][/details]

Edit: Uhh, I somehow managed to play 2 cards, discard 5, and get the same cards I just playedā€¦ haha. Fixed my card draw.

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Spirit of the Panda


STARTING HAND
Forestā€™s Favor
Rich Earth
Ironbark Treant
Rampant Growth
Verdant Tree


WORKERS
Tiger Cub
Rich Earth


NextHand

Spirit of the Panda
Merfolk Prospector
Nimble Fencer
Young Treant
Verdant Tree


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Tech I - ($4)
Ironbark Treant - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Playful Panda (2/2+A)
  • :psfist: [I]Elite[/I]: Ironbark Treant (1+1/2+2A)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
1 Like

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Gunpoint Taxman
Polymorph: Squirrel


STARTING HAND

Careless Musketeer
Mad Man
Scorch
Spirit of the Panda
Makeshift Rambaster


WORKERS

Bloodburn
Pillage
Scorch


Next Hand

Charge
Bombaster
Polymorph: Squirrel
Careless Musketeer
Calypso Vystari


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Argagarg casts Spirit of the Panda on Nautical Dog, who shal henceforth be known as PANDADOG - ($1)
Bloodrage Ogre trades with Playful Panda
PANDADOG rainbows Ironbark Treant to death and takes 2 damage - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argagarg Garg Lv. 1 (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda @PANDADOG (Healing 1)
  • PANDADOG (3/1) (Frenzy 1, attacks: gain $1)
    [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: 2
  • Workers: 7
Thoughts

Long live PANDADOG, bringer of gold and rainbows! Itā€™s a bit sad to lose Ogre, but now heā€™s under some serious pressure. Depending on how he sets up his patrol next turn, I could even use Charge on Calypso Vystari to sideline a patroller and get a hero kill! That probably wonā€™t work if he plays multiple units, but thatā€™ll take going down on card or waiting on Tech II.

P2T3


Tech StartingHand Workers

TECH
Nimble Fencer
Spirit of the Panda


STARTING HAND
Spirit of the Panda
Young Treant
Nimble Fencer
Merfolk Prospector
Verdant Tree
Rampant Growth


WORKERS
Tiger Cub
Rich Earth
Verdant Tree


NextHand

Nimble Fencer
Spore Shambler
Forestā€™s Favor
Playful Panda


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Play Nimble Fencer - ($5)
Play Spirit of the Panda on Nimble Fencer - ($1)
Nimble Fencer kills your wisp, I gain 1 gold - ($2)
Play Young Treant, I gain 1 card - ($0)

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


[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]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg (1/3)
  • Nimble Fencer (4/5, Haste, Healing)
  • Spirit of the Panda, attached to Nimble Fencer
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Iā€™m skipping the Tech II build this turn to play my Nimble Fencer with Panda. Iā€™m also teching in another Fencer/Panda. I think my plan is to try to overwhelm his board with my Tech I Panda fencers, using the pressure to make him think twice about teching. With the Panda economy bonus, I can either continue pressure or Tech. I want to him feel the pressure of me being able to put down a 4/5 haste unit at any moment.

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Might of Leaf and Claw
Oversized Rhinocerous


STARTING HAND

Charge
Bombaster
Calypso Vystari
Polymorph: Squirrel
Careless Musketeer


WORKERS

Bloodburn
Pillage
Scorch
Careless Musketeer


Next Hand

Bloodrage Ogre
Mad Man
Gunpoint Taxman
Makeshift Rambaster
Charge


Tech 2 card(s)
Get Paid + float - ($9)
Spirit of the Panda heals 1 damage from PANDADOG
Worker - ($8)
Level Argagarg to max and summon a Water Elemental - ($4)
PANDADOG kills Young Treant, you draw a card - ($5)
Recruit Calypso Vystari - ($4)
Build Growth Tech II - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calypso Vystari (2/2)
  • :pschip: [I]Technician[/I]: Elemental (3/3) (Anti-air)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda @PANDADOG (Healing 1, +2/+2 to PANDADOG)
  • PANDADOG (3/2) (Frenzy 1, attacks: gain $1)
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

That feeling when youā€™re just a little bit short of sneaking in a hero killā€¦ This position should be safe, and I wonā€™t have to worry about paying for Tech II anymore. Missed getting both of my Tech II cards, but thatā€™s OK ā€“ he might overextend trying to prevent me from dropping MoLaC when itā€™s not in my hand. If Arg lives I might tech Stampede next turn, but weā€™ll see.

Tech 1 Zerg Rush!!!

P2T4


Tech StartingHand Workers

TECH
Versatile Style
Sparring Partner


STARTING HAND
Spore Shambler
Forestā€™s Favor
Playful Panda
Nimble Fencer
Spirit of the Panda


WORKERS
Tiger Cub
Rich Earth
Verdant Tree


NextHand

Rampant Growth
Merfolk Prospector
Ironbark Treant


Discard

Young Treant
Forestā€™s Favor
Spore Shambler
Versatile Style
Sparring Partner


Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Play Nimble Fencer#2 - ($6)
Nimble Fencer#1 with SotP kills Water Elemental, I gain 1 gold - ($7)
Play Spirit of the Panda on Fencer 2 - ($3)
Argagarg casts Forestā€™s Favor on himself - ($1)
Argagarg kills Calypso
Nimble Fencer#2 kills PANDADOG, I gain 1 gold - ($2)
Play Playful Panda - ($0)

Float ($0)
Discard 1, draw 3


[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]
  • Argagarg (1+1/1+1)
  • Nimble Fencer#1 (4/2, Haste, Healing)
  • Spirit of the Panda, attached to Nimble Fencer#1
  • Nimble Fencer#2 (4/2, Haste, Healing)
  • Spirit of the Panda, attached to Nimble Fencer#2
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Growth, Tech II. Iā€™ll need to tech in a Versatile Style to deal with his MoLaC. Iā€™m going to do something absolutely crazy here that could lose or win me the game. Iā€™m skipping a worker and Tech II in round 4 for another board sweep, setting myself up next turn with 3 massive attack units (Rampant Growth in hand) and Argagarg to his lone Argagarg. If he plays a hero, like Rook, Iā€™m pretty sure I can just kill him for free levels. If he plays anything else, Iā€™m pretty sure I can kill it and still get to his buildings/heroes. Weā€™ll see how it goes.

1 Like

:astonished:

Wellā€¦ That was something! Hereā€™s my best response:

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Surprise Attack
Blooming Ancient


STARTING HAND

Mad Man
Gunpoint Taxman
Makeshift Rambaster
Bloodrage Ogre
Charge
Might of Leaf and Claw


WORKERS

Bloodburn
Pillage
Scorch
Careless Musketeer
Bloodrage Ogre


Next Hand

Polymorph: Squirrel
Spirit of the Panda
Bombaster
Oversized Rhinocerous


Tech 2 card(s)
Get Paid + scavenger - ($9)
Worker - ($8)
Summon Zane - ($6)
Research Might of Leaf and Claw - ($3)
Recruit Mad Man - ($2)
Recruit Makeshift Rambaster - ($0)
Argagarg kills Wisp, you gain 1 gold, MoLaC gets a rune
Zane trades with a Nimble Fencer, your Arg gains 2 free levels, MoLaC gets a 2nd rune
Mad Man and Rambaster trade with the other Nimble Fencer, MoLaC gets two more runes

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


[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]
  • Might of Leaf and Claw @4
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]Right, just realized I shouldnā€™t have gone for MoLaC when he still has access to Martial Mastery. Still, since I was able to both remove the Panda Fencers and get 4 growth runes (!) this turn, I think Iā€™ll still get my value out of it yet. Ironically, keeping his Arg alive could be helpful if I can keep him from having a second hero slot, since heā€™d have to suicide Arg to get Grave into play. Not likely to be all that helpful, but itā€™s somethingā€¦

Long-term, since MoLaC is probably going to get destroyed soon, Iā€™m looking at Tech Lab into Pirate Gunships. Might not be able to afford the Tech III next turn (my Rhino is pretty Oversized), but having both floating in my deck will make that less of an issue.[/spoiler][/details]

1 Like

Zaneā€™s dead right?

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Yes, just forgot to remove him after making that decision. :sweat_smile:

Iā€™m actually quite impressed with how much you -were- able to do, considering my last turn!

P2T5


Tech StartingHand Workers

TECH
Martial Mastery
Martial Mastery


STARTING HAND
Rampant Growth
Merfolk Prospector
Ironbark Treant


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector


NextHand

Versatile Style
Spirit of the Panda
Rampant Growth


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Tech II (Growth) - ($4)
Argagarg casts Rampant Growth on Panda and taps to give him a total of +3/+3A - ($2)
Panda safely kills Argagarg, my Argagarg max levels and heals
Build Heroes Hall - ($0)

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


[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]: Water Elemental 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg (1+1/5+1)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroesā€™ Hall HP: 4

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

  • Hand: 3
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Which is worse? Him getting out tech II units, or him having Argagarg in play to trigger MoLaC? If he had gone Anarchy II, I would have definitely killed his Tech building to prevent any kind of hasty shenanigans. As it is, Iā€™m not that concerned about any Growth II units he might play. If he has Rambaster, Charge, or Haste, he gets MoLaC on his next turn, otherwise he has to wait at least one turn for it. What should my Tech II be? I suppose I can match his Growth with my own MoLaC. I still have Versatile Style to knock his off the board too, if I can draw it in time. Iā€™m teching two Martial Masteries to ensure I get the cards I need.

Post draw thoughts: Hah! Versatile Style right in my drawn hand. Didnā€™t even need the Martial Masteries. Bye bye MoLaC.

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Pirate Gunship
Pirate Gunship


STARTING HAND

Polymorph: Squirrel
Bombaster
Oversized Rhinocerous
Spirit of the Panda


WORKERS

Bloodburn
Pillage
Scorch
Careless Musketeer
Bloodrage Ogre
Polymorph: Squirrel


Next Hand

Calypso Vystari
Nautical Dog
Charge


Discard

Spirit of the Panda
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Recruit Oversized Rhinocerous - ($3)
Recruit Bombaster - ($1)
Build Anarchy Tech Lab - ($0)

Float ($0)
Discard 1, draw 3


[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]: Bombaster (2/2)
  • :target: [I]Lookout[/I]: Oversized Rhinocerous (7/8) (Resist 1)
    [B]In Play:[/B]
  • Might of Leaf and Claw @4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 3
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]Bad news: Thereā€™s no way to prevent him from getting rid of MoLaC as soon as he gets Versatile Style in hand.

Good news: All I need to do is stay alive long enough to get a Gunship out, and thatā€™ll get rid of most of the issue. I could probably even replay MoLaC at that point if it cycles nicely![/spoiler][/details]

P2T6


Tech StartingHand Workers

TECH
Guargum
Guargum


STARTING HAND
Versatile Style
Rampant Growth
Spirit of the Panda


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector


NextHand

Forestā€™s Favor
Nimble Fencer
Spirit of the Panda


Discard

Versatile Style
Spirit of the Panda
Playful Panda
Rampant Growth
Guargum
Guargum


Tech 2 card(s)
Get Paid - ($9)
Summon Grave - ($7)
Grave casts Versatile Style to destroy your MoLaC - ($5)
Arg casts Spirit of the Panda on Playful Panda - ($1)
Argagarg taps to give Panda +1/+A, Panda damages Rhino for 5 and dies - ($2)
Water Elemental trades with Rhino
Summon River - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: River (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave (2/3)
  • Argagarg (1+1/5+1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroesā€™ Hall HP: 4

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

  • Hand: 3
  • Deck: 7
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Techlab Anarchy is actually a little scary hereā€¦ Pirate Gunship can definitely end my game if I donā€™t find an answer. Iā€™m making another risky play this turn by skipping worker and trading 2 units for 1, but I think its worth it. I need Graves to survive, so Iā€™m keeping him back. River is a sacrifice to Zane/Bombaster, but thatā€™s okay if Graves can survive long enough to do damage next turn.