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

P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Ironbark Treant
Young Treant
Tiger Cub
Playful Panda


WORKERS
Tiger Cub


NextHand

Spore Shambler
Forest’s Favor
Rampant Growth
Verdant Tree


Discard

Playful Panda
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker
Ironbark Treant - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/2 + 2A)
  • :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: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Starting Hand

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

Thoughts

My favorite treant. I can’t scratch it with what I’ve got – I would need Drakk and the BRO to do that, like last time, and I don’t have them. Couldn’t afford them. Dang player 1.

Seems early yet to switch up to a Jaina strategy. If I bring out Drakk, he can swing at little things next turn, and he likes the Nautical Dog. I’ll have heavier units next turn, but likely no way to make them swing.

I do think I’ll try bloodlust. Seems appropriate both for rushing and as a token killer. Lobber’s too good to skip.

Tech

Bloodlust, Lobber

Worker

Scorch

P1T2

  • Collect 5 gold (5)
  • Worker (4)
  • Nautical Dog (3)
  • Drakk Ramhorn (1)
  • Tech 1 (0)
  • Discard 3, rs, draw 5

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

Other
Drakk Ramhorn, level 1 (1/3)

Buildings
Base: 20 hp
Tech 1: 5 hp

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

Hidden Cards

Workers: Pillage, Scorch
Draw: Bloodrage Ogre, Makeshift Rambaster, Careless Musketeer

Teched Cards

Lobber, Bloodlust

Next Hand

Mad Man, Charge, Bloodlust, Lobber, Bombaster

Thoughts

Oooh. I got both my teched cards. That’s a lot of hasty damage, though I won’t have the gold for all of it. I don’t even care whether he kills my dog or not. There will be blood.

P2T2


Tech StartingHand Workers

TECH
Nature Reclaims
Centaur


STARTING HAND
Rampant Growth
Forest’s Favor


WORKERS
Tiger Cub
Verdant Tree


NextHand

Playful Panda
Rampant Growth
Forest’s Favor
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($6)
Worker
Ironbark treant kills Nautical Dog - you get a card
Midori - ($4)
Tech1 - ($3)
Spore Shambler (2/3 - 2 runes) - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Midori (2/3 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Ironbark Treant (3/1)
  • Spore Shambler (2/3 - 2 runes)
    [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

Ironbark Treant costs 3, so you couldn’t have played it and Rich Earth in the same turn.

As general rule of thumb, both players should check each others’ turns specifically to make sure they are legal. Mistakes are common, even among experienced players, but with both sets of eyes “proofreading” each turn, they are way more likely to be caught and corrected immediately instead of a couple of turns down the line.

1 Like

A fiddlesticks. I should have seen that. Well – it was a couple turns ago and just one gold. Plus if it had been a tiger cub, the game would have played the same, I think. I’m good rolling on if you are, unless you feel it invalidates the exercise sufficiently that you want to start over – which would be understandable.

Anyway. I just finished writing up my turn, so I’ll go ahead and post it anyway. Let me know what you want to do. For the moment, I’m off to bed!

Technician Draw

Careless Musketeer

Starting Hand

Mad Man, Charge, Bloodlust, Bombaster, Lobber, Careless Musketeer

Thoughts

The game is afoot. :slight_smile: Man this game is rad.

So, it’s an odd patrol. It’s like he wants me to kill Midori, and I’ve got no problem with that. Drakk levels are nice. I shouldn’t have a problem putting enough damage out there to get the job done.

Obvious option is –
Drak deals 1 to Midori, takes 2
Bombaster
Cast bloodlust Treant, Bombaster
Bombaster Finishes Midori, Drak levels twice
Lobber on SQL

Still leaves room for a worker, and I’ve got 2 cards. Drakk’s pretty squishy, but that shambler needs a buff to get through the Lobber, and he won’t have another unit that can swing, so Drakk feels pretty safe midbanding next turn.

I don’t see another option that seems better. Lobber’s strictly superior to Mad Man, Bloodlust is strictly superior to charge. Midbanding Drakk costs me too many units. Hitting the base with the lobber seems premature; I’d rather preserve Drakk.

Thinking future – what am I worried about? He’ll have tech 1 and there will probably be centaurs. There might be frogs, but with only 7 gold, he’d have to skip a worker. Don’t think he’s that bold, but it’s a possibility. Firebats on defense could hold off both those things, and would be holy terrors charging. Kidnapping is betting overly much on the centaurs, and Ember Sparks would be betting too much on frogs. I’ll tech something generally useful and go for specific counters when I see the thing I’m countering. Plus, Firebats fit a long term plan of walling up and nuking with Jaina. For now, let’s go double bats and see what happens. A lobber’s tempting instead, but let’s call the bloodlust my hasty haste element for the moment.

Tech

Firebat x 2

Worker

Charge. Almost strictly inferior to Bloodlust.

P1T3

  • Bloodburn has 1 rune
  • Collect 6 gold (6)
  • Worker (5)
  • Bombaster (3)
  • Lobber (2)
  • Drakk Ramhorn hits Midori for 1, breaking his armor. Takes 2 return damage.
  • Drakk Ramhorn casts Bloodlust on Bombaster and Ironbark Treant. (0)
  • Bombaster kills Midori, dies. Drakk to level 3. Rune to bloodburn.
  • Bloodburn deals 1 damage to Spore Shambler. (0 runes now)
  • Discard 2, draw 2, rs, draw 2
  • Turn ends, Treant dies. Rune to bloodburn.

Patrol
SQL: Lobber (2/2 + 1A)
Elite:
Scav:
Tecn:
Lookout:

Other
Drakk Ramhorn, level 3 (1/1)
Bloodburn, 1 rune

Buildings
Base: 20 hp
Tech 1: 5 hp

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

Hidden Cards

Workers: Pillage, Scorch, Charge
Draw: Firebat, Mad Man, Firebat, Careless Musketeer, Nautical Dog

Teched Cards

Lobber, Bloodlust
Firebat x 2

Next Hand

Bloodrage Ogre, Makeshift Rambaster, Bloodlust, Bombaster

Whoops. The joys of doing it at work. Sorry.

I will just dock a gold from my income this round. And if I do win it means nothing

Will post later.

P2T3


Tech StartingHand Workers

TECH
Murkwood Allies
Moment’s Peace


STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth
Playful Panda


WORKERS
Tiger Cub
Verdant Tree
Merfolk Prospector


NextHand

Moment’s Peace
Young Treant
Nature Reclaims
Centaur


Tech 2 card(s)
Get Paid - ($7)
Lose $1 for cheating earlier
Worker
Playful Panda + Wisp - ($5)
Midori - ($3)
Spore Shambler rune onto Panda - ($2)

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


[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]:
  • :pschip: [I]Technician[/I]: Spore Shambler (1/1 - 1 rune)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Midori (2/3)
  • Playful Panda (exhausted)
    [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

Ah! Ok, I’ve caught this one - since I killed Midori last turn, he’s out for this turn. You can’t summon him again until next.

And the gold thing sounds fair enough to me.

A rule I missed entirely. Make Midori into Calamandra and she will go into the Elite patrol spot.

Starting Hand

Bloodrage Ogre, Makeshift Rambaster, Bloodlust, Bombaster

Thoughts

I really did want to take a quiet turn and catch up on cards. But I can’t ignore Cal. I hate all of her spells, and she herself is dangerous. Gotta take her down. He’s probably not planning to cast with her this turn given the last minute switch, but I don’t care. She’s gotta die.

Clearing the patrol should be pretty easy. Drakk midband -> wisp, Bloodburn -> Shambler, Lobber -> Cal. The question is, what’s the play from there?

If I swing hard, I can use Bloodlust, BRO, and Rambaster to destroy his tech 1 or do 8 to his base. 8 to his base is pretty attractive. I do have to skip a worker, I go down to 1 card, and leave a loose panda that will probably kill Drakk (needs a +2 buff, though, which he might not have).

If I swing for units, I’ll have a maxbanded Drakk – the BRO or Bombaster can clear out his panda. Can’t protect them, but the gold situation’s even and I get another Bloodburn rune, and then he’s got no units, meaning Drakk is totally safe.

If I sit back, I can go for tech 2 – but don’t have the money to do that and summon a defender for Drakk.

You know what? Let’s go with option 2, maxband Drakk, and get his ult. I’ll be sorry if I get hit with Moment’s Peace, but this is to dang fun to pass up the opportunity for. And anyway – one turn of Moment’s Peace isn’t so bad, I can build my tech 2 and he can build his, and I’ll STILL have Drakk’s evil ult on the field, and that’s not too late to switch feet to Jaina nuking things.

It’s . . . not a fast plan. He’ll have tech 2 on the field the same turn as Drakk goes off, and green should really never be allowed any sort of tech 2 anything. Still, that sounds like a fun fight. :wink:

Hmm, I’ve got extra money. Okay. HH so Zane can deter Moment’s Peace somewhat and so he has to worry about Jaina.

Tech

War Drums, War Drums

Worker

Makeshift Rambaster. sniff I love that card. But I don’t want to throw away patrollers now.

P1T4

  • Collect 7 gold (7)
  • Worker (6)
  • Midband Drakk (5)
  • Drakk kills SQL wisp. 1 rune to Bloodburn.
  • Bloodburn kills Shambler. You draw a card.
  • Lobber (+1 atk from Drakk) kills Calamdra, dies. Drakk maxbands. 1 rune to Bloodburn.
  • Bloodrage Ogre, receives haste from Drakk’s maxband. (3)
  • Bloodrage Ogre kills Playful Panda, dies. 2 runes to Bloodburn.
  • Heroes’ Hall (1)
  • Discard 2, Draw 4
  • Float 1 gold

Patrol
SQL:
Elite:
Scav:
Tecn:
Lookout:

Other
Drakk Ramhorn, level 6 (3/4)
Bloodburn, 3 runes

Buildings
Base: 20 hp
Tech 1: 5 hp

Economy
Cards
Hand: 4
Draw: 1
Discard: 6
Gold
Gold: 3
Workers: 8

Hidden Cards

Workers: Pillage, Scorch, Charge, Makeshift Rambaster
Draw: Careless Musketeer
Discard: War Drums, War Drums, Bloodlust, Bombaster, Bloodrage Ogre

Teched Cards

Lobber, Bloodlust
Firebat x 2
War Drums, War Drums

Hmm, betting kind of hard on Drakk here. He better not get killed too much.

Next Hand

Firebat, Firebat, Mad Man, Nautical Dog

P2T4


Thoughts

Clearly i have no idea how to play green (or this game!). Despite teching to get rid of bloodburn early (first round) I only just drew it… i guess due to poor hand management. Only hope now is to stall a bit…

Tech StartingHand Workers

TECH
Potent Basilisk
Dothram Horselord


STARTING HAND
Forest’s Favor
Ironbark Treant
Rampant Growth
Moment’s Peace


WORKERS
Tiger Cub
Verdant Tree
Merfolk Prospector
Young Treant


NextHand

Playful Panda
Ironbark Treant
Rampant Growth
Forest’s Favor


Discard

Moment’s Peace
Murkwood Allies
Centaur
Potent Basilisk
Dothram Horselord


Tech 2 card(s)
Draw Card from Shambler
Get Paid - ($8)
Worker
Midori - ($6)
Nature Reclaims - you trash Bloodburn, trashes itself - ($4)
Moment’s Peace - i cannot patrol, you cannot attack with units - ($2)
Heroes Hall - ($0)

Float ($0)
Discard 2, draw 4


[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]
  • Rich Earth
  • Midori (2/3) - Level 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

You can patrol Midori if you want.

It does expose him to spells and abilities that target patrollers (Jaina’s Ember Sparks, Fire Bats’ tap for damage), but it also keeps him a little safer from someone like Drakk simply bum rushing him.

Anyway. Just making sure you know you can, and he’s where you want him.

Thanks. Put him in Squad Leader

. . . I feel like a jerk for bringing it up. I do have an ability that targets patrollers in my hand. :wink:

Starting Hand

Firebat, Firebat, Mad Man, Nautical Dog

Thoughts

Nooo, my bloodburn! It was so good to me!

Okay. I guess . . . that’s fair . . . sniff.

So, obviously I’m killing Midori to prevent the lock. Obviously I’m using my free hasted Firebat to help. Question is – where am I getting the last 2 damage from? I could summon Zane and let him die. Or I could summon Jaina and do it with Drakk. Drakk with 2 hp is a little on the fragile side, but I don’t get the sense that hp matter a lot against green. They’ll just dinosize whatever they need to to get the job done. :wink: Free levels on Jaina is probably a better choice.

So, operations Drakk rush and Jaina nuke are both on. Skipping tech 2. Again. Skipping a worker this time, too, because I want the best odds of drawing Drakk’s ult. Drawing 3 cards, from 2 in a pile of 10 => 54% odds, up from 38% with a smaller draw. Yes, please.

Let’s tech more units. Even if Jaina can’t cast, she can still hit and exhaust. If she looks safe to maxband, I’ll tech her ult next turn.

Tech

Lobber, Gunpoint Taxman

Skipping worker!

P1T5

  • Float 1 gold (1)
  • Collect 8 gold (9)
  • Firebat, haste from Drakk’s maxband (7)
  • Firebat exhausts to deal 2 damage to Midori (6)
  • Firebat (4)
  • Jaina (2)
  • Drakk hits Midori and kills him, taking 2 damage. Jaina to level 3.
  • Discard 2, draw 1, rs, draw 3
  • Float 2 gold
Patrol Explanation

They’re just parading because they like feeling tough. It doesn’t actually accomplish anything.

Patrol
SQL: Firebat (3/3 + 1A)
Elite: Jaina, level 3 (3/3)
Scav:
Tecn:
Lookout:

Other
Firebat (3/3)
Drakk Ramhorn, level 6 (3/2)

Buildings
Base: 20 hp
Tech 1: 5 hp

Economy
Cards
Hand: 4
Draw: 7
Discard: 0
Gold
Gold: 2
Workers: 8

Hidden Cards

Workers: Pillage, Scorch, Charge, Makeshift Rambaster
Draw: Gunpoint Taxman, War Drums, Lobber, Nautical Dog, Bloodlust, Bloodrage Ogre, Bombaster

Teched Cards

Lobber, Bloodlust
Firebat x 2
War Drums, War Drums
Lobber, Gunpoint Taxman

Next Hand

Careless Musketeer, Mad Man, War Drums, Lobber

Thoughts

I got it! 54% odds and I lucked out. I think literally the only thing that can stop a game over next turn is if Cal pops out and summons some frogs. Patrolling all of them and Cal, I don’t think I quite have the units to get through. Anything less should be game over.

Hmmm… seems like red has a few things that can remove any value from Moment’s Peace… at least if you have Drakk out at level 3

P2T5


Tech StartingHand Workers

TECH
Centaur
Circle of Life


STARTING HAND
Rampant Growth
Ironbark Treant
Forest’s Favor
Playful Panda


WORKERS
Tiger Cub
Verdant Tree
Merfolk Prospector
Young Treant


NextHand

Murkwood Allies
Centaur
Dothram Horselord
Forest’s Favor


Tech 2 card(s)
Get Paid - ($9)
Skip Worker
Ironbark Treant - ($7)
Midori - ($5)
Calamandra - ($3)
Playful Panda with Wisp - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


[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+A)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Playful Panda (2/2) -exhausted
  • Midori (2/3)
  • Calamandra (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

Yeah. The big ones I know of are Jaina’s spells and abilities. I want to have Moment’s Peace cast on me sometime with a maxband Jaina and drop 8 damage on the base, and be like “Dare you to do that again!!” :wink: Keep dreaming…

But looking over the codex, I see quite a lot of units with abilities that work just fine during Moment’s Peace. This is the first time I’ve used Firebats, but with two of them and Jaina, I could take down a tech building, which seems a little rude. The spell is still pretty brutal if I’ve gone all in on rushing units, but I think its main use is to let you get to tech 2 or 3 with less harassment – where some of those crazy green combos start going off.

what crazy green comboes? all i have is misery :smiley:

Starting Hand

Careless Musketeer, Mad Man, War Drums, Lobber

Thoughts

Armageddon. Pretty simple.

P1T6

  • Float 2 gold (2)
  • Collect 8 gold (10)
  • Drakk casts War Drums (8)
  • Careless Musketeer, haste from Drakk’s maxband (6)
  • Mad Man (5)
  • Lobber (4)
  • Lobber (now 8/2) attacks your Ironbark Treant, killing it, 1 return damage
  • Drakk Ramhorn attacks and kills your wisp
  • Firebat (Now 9/3) does 9 damage to your base
  • Firebat (Now 9/3) does 9 damage to your base
  • Mad Man (Now 7/1) does 7 damage to your base, GG!

wow nice one… i have a LOT to learn about this game!