Right? I think red is super fun to play. I was sorry to have to point it out.
Packing up for a long road trip tonight, leaving early tomorrow. I’ll try to finish up this game. It’s just getting good.
Technician Draw
Merfolk Prospector
Starting Hand
Spore Shambler, Young Treant, Circle of Life, Murkwood Allies, Rampant Growth, Merfolk Prospector
Thoughts
I’d like to get my tech 2 and get either a Might of Leaf and Claw or a Blooming Ancient plan underway. Feral would be pretty fun, too. As long as we stay at lower tech, I’m going to keep setting up dominoes for him to knock down.
The problem is that tech 2 is so expensive! I’ve got a lot of spells in my hand, and any plan involving a spell costs 4 or 5 gold. It’s fortunate that I floated a gold, making some of these plans at least feasible! And now I see why green likes extra gold so much.
Popping Cal to summon frogs seems like a reasonable plan, though it precludes tech 2 this turn. I can kill Jaina with the centaur, so there’s no threat of Ember Sparks turning that into an economic win for him. Cal will midband, making the frogs a bit harder to deal with, and patrolling them frogs is like a miniature Moment’s Peace, and would let me get tech 2 next turn perhaps a bit more comfortably. Call that plan A.
Midiri + Circle of Life on the Centaur is pretty attactive, too. I see serious options in the Basilisk (faugh at your bloodburn!), Barkcoat Bear, Oversized Rhinoceros, Wandering Mimic, and Faerie Dragon. That leaves me enough room to get a tech 2, too, if I skip a worker, and the basilisk is kidnapping proof. That’s a great plan, too! Call that plan B.
Midori + Circle of Life -> Blooming Ancient + Play Prospector, Shambler – that gives me 2 runes to play with. Could beef up Prospector to a 3/3, together with shambler as a 2/3, plus Midori himself on patrol, and even the Ancient if I wanted to (which I don’t). A special case of B. Perhaps less of a wall than the Basilisk, but puts me in a great position to end things as quickly as possible.
Arg could Rampant Growth the centaur, killing Jaina with little return damage. That’d leave me with just Arg and the wisp on defense, facing Zane and three red cards – but tech 2, a worker, no lagging economy. Fully ready to rock next turn, with a centaur who can hit pretty hard. Plan D.
Well. The goal is to showcase green. I think that’s either A or B. Probably B, frogs serve as better shock with the ancient down. Ancient or Basilisk? Ancient’s meaner, I think. It could get kidnapped . . . but I don’t think he has enough money to get a lot of runes off of it that way, so that’s not the end of the world. I’ll just make sure my SQL can’t kill it, even after bloodburn.
Argues for growth not feral, as double blooming ancients is the bomb. With a discard of 5 into which I’m discarding three – I need to tech those now to have them the turn after next. There’s a chance I’ll draw them next turn – that’s just a chance I have to take.
Tech
Blooming Ancient, Tiny Basilisk
Skipping worker!
P1T5
- Float 1 gold (1)
- Collect 8 gold (9)
- Midori (7)
- Centaur kills Jaina, taking 3 return damage. Midori to level 3.
- Midori casts Circle of Life on the Centaur. It dies and is replaced by a Blooming Ancient. Rune to bloodburn. (4)
- Spore Shambler. 1 rune on blooming ancient. (1)
- Merfolk Prospector. 1 rune on blooming ancinent. (0)
- Blooming ancient gives 2 runes to Merfolk Prospector.
- Discard 3, rs, draw 5
Patrol
SQL: Spore Shambler (2/3 + 1A) (includes 2 +1 runes)
Elite:
Scav: Merfolk Prospector (3/3) (includes 2 +1 runes)
Tecn: Midori, level 3 (2/3)
Lookout:
Other
Blooming Ancient (2/4)
Buildings
Base: 20 hp
Tech 1: 5 hp
Economy
Cards
Hand: 5
Draw: 7
Discard: 0
Gold
Gold: 0
Workers: 8
Hidden Cards
Workers: Rich Earth, Verdant Tree, Forest’s Favor, Tiger Cub
Draw: Playful Panda, Murkwood Allies, Blooming Ancient, Ironbark Treant, Ferocity, Circle of Life, Young Treant
Teched Cards
Tiny Basilisk, Ferocity
Circle of Life, Centaur
Murkwood Allies, Dinosize
Tiny Basilisk, Blooming Ancient
Next Hand
Dinosize, Tiny Basilisk, Tiny Basilisk, Centaur, Rampant Growth
Closing Thoughts
I’m lucky I didn’t draw the Blooming Ancient, and there’s a very good chance I’ll get the second one next turn, which means I will get to play it if I absolutely insist on getting that tech 2 down. On the other hand, my spells are very spread out between the heroes, and I haven’t got a tech 2 or heroes’ hall, which also seems like a blunder. A general sense of disorganization when it comes to getting useful things at useful times remains a serious point of inexperience for me.