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Casual: wozzit (Mono Green) vs Drakona (Mono Red)


#1

Good luck, @wozzit, and have fun! You’re going first.

Do you want a sample of the template I like to use for these forum games? Alternatively, pick something you like from one of the other games. Or there’s a spreadsheet that generates something you can use.


Post Here if you're looking for a Play by Forum Opponent
#2

Great - i found a spreadsheet on this forum so will run that. See you in game.


#3

P1T1

Off we go… Good luck!


StartingHand Workers

STARTING HAND
Rampant Growth
Ironbark Treant
Young Treant
Spore Shambler
Merfolk Prospector


WORKERS
Young Treant


NextHand

Tiger Cub
Verdant Tree
Forest’s Favor
Playful Panda
Rich Earth


Discard

Rampant Growth
Merfolk Prospector
Spore Shambler


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2 + 3A)
  • :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

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

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

#4
Thoughts

So, I think I was too conservative in my last game. I’m going to try for aggression in this one and see if it goes better.

I think I am overpreparing too much. I’m going to try to wait until problems are a turn or two out, or even for the earliest signs of them, before I react.

Starting Hand

Pillage, Bombaster, Charge, Scorch, Bloodrage Ogre

Worker

Scorch

P2T1

  • Collect 5 gold (5)
  • Worker (4)
  • Bloodrage Ogre (2)
  • Drakk Ramhorn (0)
Patrol Explanation

I want to protect Drakk with the BRO. The Treant is the only thing that can attack; green has no haste. It’s 3/2, and with Rampant Growth would be 5/4. SQL would make no difference to BRO survival in any case. Elite would guarantee I kill the treant back if it hits me, but would be overkill/no benefit without the buff and with the buff – well, the buff itself pays for the ogre, so I don’t mind that much if the unit lives. So I just want the biggest guaranteed prize if he does come after me. That’s probably the gold, as I want to try for levelling Drakk.

Patrol
SQL:
Elite:
Scav: Bloodrage Ogre (3/2)
Tecn:
Lookout:

Other
Drakk Ramhorn (1/3)

Buildings
Base: 20 hp

Economy
Cards
Hand: 5
Draw: 0
Discard: 3
Gold
Gold: 0
Workers: 6

Hidden Cards

Workers: Scorch
Draw:
Discard: Bombaster, Charge, Pillage

Teched Cards

-

Next Hand

Careless Musketeer, Mad Man, Nautical Dog, Bloodburn, Makeshift Rambaster


#6

Just realised I screwed this up. Ironbark Treant is dead… the Forest’s Favour was a waste.
Had your stats back to front.

Will fix it next time


#7

Yeah, true. You’d have played it differently knowing that. Do the turn again. :slight_smile:

If it’s in the next hour, I can get one more turn in for you tonight. Otherwise it’ll be after I go to bed and I’ll have one for you tomorrow morning.


#8

Thanks a lot!!!

P1T2


Tech StartingHand Workers

TECH
Murkwood Allies
Tiny Basilisk


STARTING HAND
Spore Shambler
Murkwood Allies
Tiger Cub
Tiny Basilisk
Verdant Tree


WORKERS
Young Treant
Rich Earth


NextHand

Tiny Basilisk
Rampant Growth
Murkwood Allies
Tiger Cub
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($5)
Worker - ($4)
Tech1 - ($3)
Summon Playful Panda with Wisp - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2 + 3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2) - Exhausted
    [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: 1
  • Workers: 6

#9
Starting Hand

Mad Man, Makeshift Rambaster, Bloodburn, Nautical Dog, Careless Musketeer

Thoughts

A tough barricade. Can I take it down?

If I midband Drakk, Drakk and the Ogre can take it down, and nobody gets hurt on my side. A buffed wisp could take out anything I put on defense, but Drakk would have 3 hp – panda can’t kill him without help. Two buffs to clear the board? He won’t have them. Drakk will live.

What other options should I consider, so I don’t overlook something clever?

BRO, Mad Man, and Rambaster could take it down. If I patrol Drakk, he’d need Rampant Growth to take him out. He might have it, though, and playing two units puts me behind a card when I should be going for tech 1s.

I could install Bloodburn. I’d love token-killing or attack-enhancing abilities later. Bloodburn doesn’t patrol, though. I either go down a card to protect Drakk or let him get killed.

Max aggro would be Midband Drakk + Ogre -> Treant, Mad Man -> Wisp, Rambaster -> Base for 4. I skip a worker and go down a card, for four base damage? And leave a loose panda? I know I said I was going to be aggressive, but that seems reckless.

Option 1 sounds best.

Tech-wise, I want a cheap tech 1 in case of basilisks. That’s obviously lobbers. And then I have to consider frogs, centaurs, and Moment’s Peace. Kidnapping is really what I want for centaurs – even if I can’t get them killed, they hit so hard I’ll probably kill something worthwhile. Useful with basilisks, too. Useless in case of Moment’s Peace or Frogs, though. Firebats are useful during Moment’s Peace, and at least aren’t terrible against frogs, and at least they trade even with basilisks – and need help to stand up to centaurs, but less of it. I don’t really have anything that can go head to head with centaurs in SQL. 3/3s can with Drakk’s help, in other slots, but that’s not where they’ll be.

Or I could double down on the Drakk attack thing and go all in on lobbers – and adjust to what he shows when he shows it, like I said I would. Right. When you put it that way…

Tech

Lobber x2

Worker

Careless Musketeer

P2T2

  • Collect 6 gold (6)
  • Worker (5)
  • Drakk hits Ironbark Treant, breaking 1 point of armor, taking 1 damage. (5)
  • Drakk midbands and heals; all my units Frenzy 1 (2)
  • Bloodrage Ogre hits Ironbark Treant for 4, killing it, taking 1 damage. (2)
  • Nautical Dog (1)
  • Tech 1 (0)

Patrol
SQL:
Elite: Nautical Dog (2/1)
Scav:
Tecn:
Lookout:

Other
Drakk Ramhorn, level 4 (2/3)
Bloodrage Ogre (3/1)

Buildings
Base: 20 hp
Tech 1: 5 hp

Economy
Cards
Hand: 5
Draw: 3
Discard: 0
Gold
Gold: 0
Workers: 7

Hidden Cards

Workers: Scorch, Careless Musketeer
Draw: Bombaster, Lobber, Charge

Teched Cards

Lobber x2

Next Hand

Lobber, Mad Man, Bloodburn, Makeshift Rambaster, Pillage


#10

P1T3


Tech StartingHand Workers

TECH
Ferocity
Giant Panda


STARTING HAND
Tiger Cub
Tiny Basilisk
Rampant Growth
Spore Shambler
Murkwood Allies


WORKERS
Young Treant
Rich Earth
Tiger Cub


NextHand

Forest’s Favor
Merfolk Prospector
Giant Panda
Verdant Tree
Murkwood Allies


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Summon Spore Shambler (2 runes) - ($3)
Move Shambler Rune to Wisp - now 1/2 - ($2)
Wisp now 1/2 trades with Nautical Dog
Move Shambler Rune to Panda - now 3/3 - ($1)
Panda kills Drakk. Panda at 3/1

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Spore Shambler (0/1 - no runes)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (3/1) - Exhausted
    [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: 1
  • Workers: 7

#11

Ooooh, nice!

Point of interest, Drakk’s death deals a point of damage to your base.

Starting Hand

Lobber, Mad Man, Bloodburn, Makeshift Rambaster, Pillage

Thoughts

Oooh. My miscalculation. I thought Shamblers had to tap. Forgot about the gold thing. Nicely done.

Sparse board, and I’ve got loads of hasty and/or ready damage. BRO is 3. Lobber’s 2. Mad Man is 1. Rambaster is 3 on a building. If I use the Mad Man on the shambler, I could unload for 8 on the base. 10 if I use Zane. Or trash his tech 1 and 5 on the base. 7 with Zane. 6 if I switch the Mad Man with the Lobber or Zane and have everything survive, which I think I like better. Oooh. For only 5, I can use the Mad Man to kill the Panda, leaving him with no way to touch me. I like.

Did I really talk myself down from 10 base damage to 5? I’m a terrible red player. But LOOK AT ALL MY STUFF! NOTHING GREEN SHALL LIVE! SO MANY OPTIONS NEXT TURN!

The only thing he could do that concerns me is summon frogs. That could suck. I’d have to try to wall up or something. Maybe go for tech 2, Jaina, Steam tanks, same as if I see moment’s peace. And shoot, I kinda went frogs, so I probably could kill a lot of them if I wanted to.

And sure. Hitting hard like this, I’ll skip a worker for a card. I don’t need the money, and delaying tech 2 doesn’t seem like the end of the world.

Yeah let’s do this. RAWR.

Tech . . . tech . . . let’s see, I’m feeling unit heavy and tech 1 reliant. Let’s do some spells. Hey, I just noticed that Bloodlust can serve as a token killer. :slight_smile: Flexible option to remember. But for now, since Zane is guaranteed to survive (I mean it this time!) I’ll go hard on his spells. Might not use 'em, but I’ll know what I’ll have the next turn.

Tech

Surprise Attack, Chaos Mirror

Skipping worker!

P2T3

  • Collect 7 gold (7)
  • Lobber (6)
  • Mad Man (5)
  • Makeshift Rambaster (3)
  • Captain Zane (1)
  • Captain Zane hits your Spore Shambler, killing it and taking a point of damage
  • Mad Man trades with your panda
  • Lobber hits your tech 1 for 2 damage
  • Makeshift Rambaster hits your tech 1 for 3 damage, destroying it and dealing 2 damage to your base
  • Bloodrage Ogre hits your base for 3 damage
  • Float 1 gold
  • Discard 2, draw 3, rs, draw 1

Patrol
SQL:
Elite:
Scav:
Tecn:
Lookout:

Other
Captain Zane (2/1)
Lobber (2/2)
Makeshift Rambaster (1/2)
Bloodrage Ogre (3/1)

Buildings
Base: 20 hp
Tech 1: 5 hp

Economy
Cards
Hand: 4
Draw: 5
Discard: 0
Gold
Gold: 1
Workers: 7

Hidden Cards

Workers: Scorch, Careless Musketeer
Draw:Bloodburn, Mad Man, Nautical Dog, Chaos Mirror, Surprise Attack

Teched Cards

Lobber x2
Chaos Mirror, Surprise Attack

Next Hand

Bombaster, Lobber, Charge, Pillage


#12

Can you check my base health? I think it got it right.

P1T4


Tech StartingHand Workers

TECH
Dinosize
Centaur


STARTING HAND
Verdant Tree
Merfolk Prospector
Forest’s Favor
Murkwood Allies
Giant Panda


WORKERS
Young Treant
Rich Earth
Tiger Cub
Verdant Tree


NextHand

Tiny Basilisk
Ironbark Treant
Rampant Growth
Ferocity


Discard

Spore Shambler
Playful Panda
Murkwood Allies
Forest’s Favor
Dinosize
Centaur


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rebuild Tech1
Giant Panda (2/4) with Wisp (0/1) - ($4)
Merfolk Prospector - ($3)
Aragarg with Wisp (0/1) - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aragarg (lvl1 - 1/3)
  • Giant Panda (2/4) - Exhausted
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

#13

14’s what I was expecting. Looks good to me.


#14
Starting Hand

Lobber, Charge, Bombaster, Pillage

Thoughts

So, I still have a lot of hasty damage in my hand. I was looking at possible matchups and realized – I can drop 11 damage on the base if I do nothing else. That takes it down to 3, which makes Jaina + Ember Sparks an unstoppable win condition. And that’s assuming he can keep me out next turn. I don’t see a way to bring that 11 up to 14, and any improvement is equivalent. Yeah, I leave him Arg, his tech 1, and the Panda. I don’t really care what he hits, even with Dinosize. And Arg’s not Cal, so no frogs. I’m good.

Teching two copies of ember sparks. It will take me a couple turns to get them because I’m blowing out my hand, but I just don’t think he can win in time. Especially not if I build supply depots and/or patrol technicians.

Tech

Ember Sparks x 2

Skipped worker!

P2T4

  • Float 1 gold (1)
  • Collect 7 gold (8)
  • Zane kills your scavenger wisp. You get 1 gold. (8)
  • Lobber Tweedledee (Tweedledum’s on the table). (6)
  • Lobber Tweedledee hits your Elite Wisp, taking 1 damage.
  • Lobber Tweedledum hits your Prospector, taking 1 damage. You get 1 gold.
  • Bombaster (4)
  • Zane casts Charge on the Bombaster (2)
  • Bombaster hits your base for 3.
  • Bloodrage Ogre hits your base for 3.
  • Makeshift Rambaster hits your base for 3.
  • Zane casts Pillage, dealing 2 damage to your base and stealing your floated gold and prospector gold. (2)
  • Float 2 gold
  • Discard 0, draw 2

(That’s 11 damage to your base, if my math is right).

Patrol
SQL:
Elite:
Scav:
Tecn:
Lookout:

Other
Captain Zane (2/1)
Lobber Tweedle (2/1)
Lobber Tweedledum (2/1)
Bloodrage Ogre (3/1)
Bombaster (2/2)
Makeshift Rambaster (1/2)

Buildings
Base: 20 hp
Tech 1: 5 hp

Economy
Cards
Hand: 2
Draw: 3
Discard: 4
Gold
Gold: 2
Workers: 7

Hidden Cards

Workers: Careless Musketeer, Scorch
Draw: Bloodburn, Chaos Mirror, Nautical Dog
Discard: Ember Sparks, Ember Sparks, Pillage, Charge

Teched Cards

Lobber x 2
Chaos Mirror, Surprise Attack
Ember Sparks x 2

Next Hand

Mad Man, Surprise Attack.

Thoughts

He’s pretty dead. There are just way too many targets on the table, and they do too much damage. He can’t kill enough of them, I don’t think, and even with incredible defenders, he’s going to have a hard time keeping that base alive. I may even get to use Surprise attack. There are just so many targets, I don’t know how he’ll prioritize Zane. Even just tapping the lobbers and summoning and patrolling Drakk is deadly. He might concede…


#15

I seem pretty screwed - can i just check a few points

  • Lobber Tweedledee hits your Elite Wisp, taking 1 damage.

And kills the wisp?

  • Lobber Tweedledum hits your Prospector, taking 1 damage. You get 1 gold.

I get a card?! not a gold


#16

Yeah on both. My bad on the card/gold thing.

LOL, and you know what I just noticed? We screwed up anyway. Your tech 1 should have rebuilt at the end of your turn 4, so you wouldn’t have been able to play the Giant Panda. Completely failed to catch that. I was worried about/watching for Centaurs, but I know there’s a Panda at tech 0 and I get them mixed up all the time. Went right by me.

It does seem a reasonable spot to concede, but I’m game if you want to see how it plays out. Or go back and fix turn 4. Or play another. Whatever you want to do. :slight_smile:


#17

I will concede. Good pick up on my cheating :wink:

Want to go again? Clearly i need to learn how to deal with that onslaught.

You can start this time?


#18

Yeah, sure. If you read my notes (you don’t have to – they’re long-winded) – you’ll find that the things I was most afraid of were Mirkwood Allies, Moment’s Peace, and Centaurs. I always like to go back and see what my opponent was scared of and maybe do that next time.

Not that I know what I’m doing either yet. I’ve tried these aggressive plays on the table against myself, but never against a live opponent, so I’m learning what works too. :slight_smile:

Gimme a sec, I’ll get the turn 1 up. There’s about two hours before I go to bed, so I’ll try not to take too long and maybe we can make some progress.


#19

Yeah I drew Mirkwood but worried at the 5 cost which stopped me doing much else. Probably the right call when I had it. And I am clearly not doing your level of analysis at all!


#20

LOL. Analysis is kind of what I do. I’m still learning, and I figure doing my utmost to play right (even if it’s slow) is the best way to get better. Doesn’t mean I know what I’m doing yet. :wink:


#21
Starting Hand

Bombaster, Bloodburn, Pillage, Charge, Bloodrage Ogre

Thoughts

I hear going first as red is easier. I haven’t found it so – second player has a little more gold to work with, and the initiative with Tech 1 and 2 units, if not tech 0. I think I like player 2 a bit more. But we shall see. :slight_smile:

I want to try nuking with Jaina rather than rushing with Drakk, but I think I will at least start with the same strategy just for the sake of learning and adjusting when it goes wrong.

Part of me wants to get the BRO down and just go aggressive again, but I have a quiet turn here. I think I’d rather get bloodburn down for wisp and frog killage later. I think I will thank myself, even if this is ceding the initiative.

Tech

-

Worker

Pillage

P1T1

  • Collect 4 gold (4)
  • Worker (3)
  • Bloodburn (0)
  • Discard 3, draw 5

Patrol
SQL:
Elite:
Scav:
Tecn:
Lookout:

Other
Bloodburn - 0 runes

Buildings
Base: 20 hp

Economy
Cards
Hand: 5
Draw: 0
Discard: 3
Gold
Gold: 0
Workers: 5

Hidden Cards

Workers: Pillage
Draw:
Discard: Bombaster, Charge, Bloodrage Ogre

Teched Cards

-

Next Hand

Nautical Dog, Makeshift Rambaster, Mad Man, Careless Musketeer, Scorch