Playful panda (2/2)
Tiny Basilisk (1/2)
Tiny basilisk (1/2)
fairy dragon
wandering mimic
Rampant growth
nature reclaims
T Rex
Tech 2 card(s)
Get Paid (slow time generator) + float (1) - ($5)
worker - ($4)
panda runs into golgort
fairy dragon, feather rune golgort, dies - ($0)
discard 2, stealth cal, cal breaks slow time generator
tiny basilisk trades with lookout rememberer
tiny basilisk trades with geiger, cal to lvl 3
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Young treant (0/2)
Lookout:
In Play:
Cal, lvl 3, (3/4)
fairy dragon (4/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
hmmm, risk waiting for nature relcaims, or just use stealth cal? use stealth cal for sure. teching nature relcaims and t rex. hopefully draw spriti of teh panda next turn.
Tech 0 card(s)
Get Paid + float - ($13)
Worker - ($12)
Scav - ($13)
Token from Rememberer, Shimmer Ray into play
Seer B; token from Rememberer, Golgort into play - ($12)
Seer A kills YT, dies
Rememberer hits your base for 3, takes one from tower
Tech 3 - ($7)
Float ($7)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Golgort (6/4)
Elite:
Scavenger:
Technician: Seer B (2/1)
Lookout: Shimmer Ray (3/4 flying, 2 fading)
In Play:
Rememberer (3/2, 1 tokens)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 7
Workers: 11
Thoughts
Could draw Ebbflow Archon; if not, Rememberer is guaranteed to pull from discard unless he can remove it
Shimmer Ray
Rememberer
Argonaut
Tinkerer
Ebbflow Archon
Seer B
Tech 1 card(s)
Get Paid + float - ($18)
Vir - ($16)
Vir peek
Seer B kills Wisp
Golgort kills Arg, Vir 2 lvls
Vir ability, swap cards - ($15)
Max Vir, 6/7 mech Forecast 2 - ($11)
Seer A, take token off Mech - ($9)
Surplus - ($4)
Float ($4)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Seer A (2/1)
Elite:
Scavenger:
Technician: Vir lvl 7 (3/5)
Lookout:
In Play:
Golgort (6/4, fading 1)
Mech (6/7 forecast 1, untargetable)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 6
Gold:
Gold: 4
Workers: 11
Thoughts
Could have played Arg, Tinkerer. Tower also an option to discourage flight. It seems like it would be better to encourage flight so opponent sees an opportunity to be aggressive there; meanwhile, I’ll focus on draw to try and get Tech 3 out. Another possible outcome is buffing Fairy to take out my Tech 3, which will prolong the game and force me to play more flying/anti-air
Tech 0 card(s)
Get Paid - ($10)
Tech draw
boosted feral strike, summon potent basilisk and wandering mimic - ($2)
ferocity - ($0)
water elemental kills seer
discard 2, stealth Cal, hits your base to 16
fairy dragon hits your base to 12
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Potent Basilsik (3/5+A) untargetable, deathtouch, swift strike
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal, lvl 5, (4/5)
fairy dragon (4/2)
Water Elemental (3/1)
Wandering Mimic (4/4) flying, untargetable
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 2
Deck: 9
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
this is going to come down to the cards. he either can get ebflow out or he cant.
Tech 0 card(s)
Get Paid + float - ($15)
Draw for surplus
Ebbflow Archon - ($7)
Peek w/ Vir
Archon puts Cal in hero zone, fairy dragon to hand, elemental to hand (dies). Wandering Mimic is no longer flying
Temporal Research - ($5)
Slow Time Generator - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Mech (6/7 untargetable)
Lookout:
In Play:
Vir lvl 7 (3/5)
Ebbflow Archon (8/8) (4 tokens)
Slow Time Generator
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Interesting choice btwn Rememberer and STG. Mightve chosen differently if not about to reshuffle
Good games! Those untargetable flyers are a pain. I’d like to learn how to win as first player - recognizing a clear pattern has emerged . I’ve also never played anything other than monocolor. It’d be fun to try something different. I’ve been thinking about trying anarchy, law, & demonology, so maybe [Anarchy]/Past/Future?
sure things. just note there are 2 rule changes for multi-color decks.
the first building you build for the game costs 1 extra gold.
hero’s casting spells from the starter deck that are not in their color group cost 1 extra gold (for example, Prynn casting Charge costs 3 gold instead of 2).
I’m thinking of playing Necro/Demon/Anarchy. Player 1 to you.