Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Centaur - ($4)
Wandering Mimic - ($0)
Mimic has haste from Zane and Overpower from Centaur
Mimc hits Bloodrage Ogre, 1 overpower to Zane
Prospector kills Zane, you draw the last card in your deck
Note: You didnt have to make a worker that last turn, you could have deleted that action and cost from the action list. Technically you never have to, but at 10 you can stop bringing in tech cards, thuogh its not unusual to tech some tech 3s even after hitting 10 workers.
P1T7
StartingHand Workers
STARTING HAND
Potent Basilisk
Forestās Favor
Chameleon
Merfolk Prospector
WORKERS
Spore Shambler
Rich Earth
Murkwood Allies
Verdant Tree
Playful Panda
Ironbark Treant
NextHand
Centaur
Wandering Mmic
Tiger Cub
Young Treant
Tech 0 card(s)
Get Paid + float - ($11)
Potent Basilisk destroys Hotter fire! - ($7)
Tiny Basilisk kills Drakk with Deathtouch from above, my base to 19, Arg to lvl 5
Forestās Favor on Fairie Dragon - ($5)
Fairie Dragon destroys Tech 3, your bas to 18
Mimic and Arg destroy Tech 2, base to 16
Tech 3 - ($0)
I suspect the game is over, but Iāll post my final turn once my visitors leave, after that Iāll try to think of some questions to ask. Maybe you have some tips based on what youāve seen?
Honestly, I thought you were doing well. You were punishing my weaknesses and taking openings. Iād say the only real flaw would have been tech choices and understanding the rhythm of the game. Not building tech 1 turn 2 and tech 2 turn 3 is a very risky move as player 2. It can work out, if you are maintaining board presence and creating a lot of pressure with heroes. You were setting up to play big with jaina and i jostled your elbow. Tech choices are about reading your opponent and anticipating the chances you draw something exactly when you need it, rhythm is about understanding the opportunity costs of making a big move now vs later.
If you go back and look, I drew my mimic a turn early, before I had my tech 2 up and had to attempt a recovery by playing young treant to speed up my reshuffle.
STARTING HAND
Tiger Cub
Young Treant
Centaur
Wandering Mmic
WORKERS
Spore Shambler
Rich Earth
Murkwood Allies
Verdant Tree
Playful Panda
Ironbark Treant
NextHand
Rampant Growth
Tyrannosaurus Rex
Momentās Peace
Merfolk Prospector
Discard
Fairie Dragon
Wandering Mimic
Tiny Basilisk
Young Treant
Tiger Cub
Tech 0 card(s)
Get Paid - ($10)
Calamandra - ($8)
Tiny Basilisk sneaks past tech 0 and kills Jaina, Calamandra to lvl 3 to lvl 3
Centaur - ($5)
Wounded Mimic hits Bro, overpowers to Nautical Dog
Other Wandering Mimic - ($1)
Water Elemental hills Bombaster
Potent Basilisk and Argagarg hit base to 12
So, you do not need to pay to rebuild tech 2. I assumed you had automatically rebuilt it on the previous turn. On this turn, you would rebuild your tech 3 for free, since your tech 2 was rebuilt previously. There are circumstances where you āmightā not choose to rebuild a tech building, but they are very very limited.
Diversity is a double edged swotd, but yes, generally. Not having that one thing you really wanted can be tough, so double teching something you want to make sure shows up when you need it is important, but tech choices are generally 2 things: win conditions or counters.
Tech 0 card(s)
Get Paid + float - ($11)
Tyrannosaurus Rex - ($3)
Destroys Musketeer and 1 worker, back to 11, for you
Arg buffs Centaur with midband
Centaur kills Drakk, Cal to Max
Mimic 4, Basilisk 3, Water Elemental 3, Calamandra 4, destroy your base. GG!
So, now you have a sense of green v red, we can swap colors so you can see the other side and get a better grasp of greens options or which style you prefer. Or we can play another match as is. Either way you are player 1.
Remind me of the teching stuff in teh spreadsheet, since I messed it up a few times there.
This turn I donāt tech anything (since they get added at the start of my next turn).
Next Turn I add the cards Iām teching during your first turn turn into the spreadsheet before I do the ādiscard/drawā?