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[Casual] Zhavier (MonoGreen) vs Krypto (MonoRed)

Feel the riches! And yes, thats how teching works ni the spreadsheet.

P2T1


StartingHand Workers

STARTING HAND
Bloodburn
Careless Musketeer
Charge
Mad Man
Bloodrage Ogre


WORKERS
Careless Musketeer


NextHand

Bombaster
Scorch
Nautical Dog
Pillage
Makeshift Rambaster


Discard

Charge
Bloodburn
Mad Man


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Zane kills Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 2/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
[b]P1T2[/b]
Tech StartingHand Workers

TECH
Giant Panda
Galina Glimmer


STARTING HAND
Rampant Growth
Young Treant
Verdant Tree
Playful Panda
Ironbark Treant


WORKERS
Tiger Cub
Verdant Tree


NextHand

Giant Panda
Merfolk Prospector
Rampant Growth
Ironbark Treant
Spore Shambler


Tech 2 card(s)
Get Paid - ($5)
Worker
Young Treant - ($3)
Draw a card
Argagarg Garg - ($1)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Argagarg Garg

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Rules question about wisps: Are Tokens considered Units? I’m trying not to conflate Units in Codex with Creatures in MTG

Units are close to creatures, and heroes are some weird planeswalker/creature hybrid. Anyway, tokens are units.

So, it doesnt look like your young treant draw 1 worked right. You should have discarded 4 and drawn 4 and reshuffled and drawn 1 at the end of your turn.

So, start of turn I had 4 cards (Young Treant
Rampant Growth
Verdant Tree
Playful Panda) in hand, 1 card (Ironbark Treant) in the deck.

I played the young, drew the ironbark. At that point I have 4 cards in hand. I then worker a card. Down to 3 in hand. I then Discard 3 and draw 5.

I thought I did that correctly, but maybe i missed something?

I just blanked on you playing 2 cards the first turn, my bad.

P2T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Bombaster
Scorch
Nautical Dog
Makeshift Rambaster
Pillage


WORKERS
Careless Musketeer
Scorch


NextHand

Lobber
Mad Man
Charge
Bloodburn
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloodrage Ogre kils Treant
Bombaster - ($3)
Tech 1 - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Zane 2/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre 3/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Ironbark Treant
Spore Shambler
Merfolk Prospector
Rampant Growth
Giant Panda


WORKERS
Tiger Cub
Verdant Tree
Merfolk Prospector


NextHand

Playful Panda
Giant Panda
Forest’s Favor
Galina Glimmer


Tech 2 card(s)
Get Paid - ($6)
Worker
Rampant Growth Argargarg - ($4)
Spore Shambler - ($1)
Move rune to Wisp - ($0)
Arg attacks and destroys Bombaster
Wisp attacks and destroys Zane
Arg to level 3 from Zane death

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (1/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Argagarg Garg (lvl 3 1/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P2T3


Tech StartingHand Workers

TECH
Crash Bomber
Rickety Mine


STARTING HAND
Lobber
Bloodburn
Makeshift Rambaster
Mad Man
Charge


WORKERS
Careless Musketeer
Scorch
Bloodburn


NextHand

Pillage
Lobber
Rickety Mine
Nautical Dog
Mad Man


Tech 2 card(s)
Get Paid + float + Scav - ($10)
Worker - ($9)
Jaina - ($7)
Tech 2 Anarchy - ($3)
Bro kills Spore Shambler
Lobber, hits base to 18 - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre 3/1
  • Lobber 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

edited because i forgot the scav gold

Sorry for the slow reply, hopefully I remember how to do this:

P1T4


Tech StartingHand Workers

TECH
Stalking Tiger
Barkcoat Bear


STARTING HAND
Forest’s Favor
Galina Glimmer
Playful Panda
Giant Panda


WORKERS
Tiger Cub
Verdant Tree
Merfolk Prospector
Forest’s Favor


NextHand

Young Treant
Tiny Basilisk
Ironbark Treant
Tiny Basilisk


Discard

Spore Shambler
Giant Panda
Playful Panda
Stalking Tiger
Barkcoat Bear


Tech 2 card(s)
Get Paid - ($7)
Worker
level Arg to max band - ($5)
Tech 2 - ($1)
Galina Glimmer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: 3/3 Elemental Anti Air
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Galina Glimmer
  • :target: Lookout:

In Play:

  • Rich Earth
  • Argagarg Garg (lvl 5 1/5)
  • 3/3 Elemental Anti Air
  • Galina Glimmer

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Im going to assume the units in the back are illusory. :smiley: Actually, you probably just had them back there due to a misunderstanding. The patrol is ALSO in play, the in play area is for things that aren’t patrolling. I could re-title it… maybe In Base.

And no problem, life comes first.

P2T4


Tech StartingHand Workers

TECH
Steam Tank
Bloodlust


STARTING HAND
Nautical Dog
Pillage
Lobber
Mad Man
Rickety Mine


WORKERS
Careless Musketeer
Scorch
Bloodburn
Nautical Dog


NextHand

Crash Bomber
Bombaster
Makeshift Rambaster
Charge


Discard

Bloodrage Ogre
Mad Man
Pillage
Steam Tank
Bloodlust


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rickety Mine - ($7)
Lobber - ($6)
Drakk Midband - ($1)
Bro kills Elemental
Jaina kills Galina
Lobbers kill Argagarg
Jaina to lvl 3
Jaina to midband, heals - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk 2/3, lvl 4
  • :target: Lookout:

In Play:

  • Jaina 3/3, lvl 4
  • Rickety Mine
  • Lobber 2/1
  • Lobber 2/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH
Rampaging Elephant
Rampaging Elephant


STARTING HAND
Tiny Basilisk
Tiny Basilisk
Young Treant
Ironbark Treant
Rampant Growth
Galina Glimmer


WORKERS
Tiger Cub
Verdant Tree
Merfolk Prospector
Forest’s Favor
Rampant Growth


NextHand

Barkcoat Bear
Spore Shambler
Stalking Tiger
Playful Panda


Discard

Galina Glimmer
Ironbark Treant


Tech 2 card(s)
Get Paid - ($8)
Draw from tech
Young Treant - ($6)
Reshuffle Draw
Tiny Basilisk - ($4)
Tiny Basilisk - ($2)
Worker
Calamandra - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk
  • :psfist: Elite: Young Treant
  • :ps_: Scavenger:
  • :pschip: Technician: Tiny Basilisk
  • :target: Lookout:

In Play:

  • Rich Earth
  • Calamandra

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Crash Bomber
Charge
Makeshift Rambaster
Bombaster


WORKERS
Careless Musketeer
Scorch
Bloodburn
Nautical Dog
Charge


NextHand

Makeshift Rambaster
Pirate Gunship
Bombaster
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($9)
Tap Mine, get 3g, flip - tails, KABOOM - ($12)
Worker - ($11)
Max Drakk - ($9)
Crash Bomber, gets Haste - ($8)
Tech 3 - ($3)
Max Jaina - ($0)
Tap Jaina, destroy SQL Basilisk
Lobber kills other Basilisk, dies
Drakk kills Young Treant
Crash Bomber trades with Cala, levels fizzle, base to 17
Other Lobber hits base to 15

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina 4/3, lvl 7
  • Lobber 2/1
  • Drakk 3/3, lvl 6

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

P1T6


Tech StartingHand Workers

TECH
Feral Strike
Moss Ancient


STARTING HAND
Spore Shambler
Barkcoat Bear
Stalking Tiger
Playful Panda
Rampaging Elephant


WORKERS
Tiger Cub
Verdant Tree
Merfolk Prospector
Forest’s Favor
Rampant Growth
Playful Panda


NextHand

Barkcoat Bear
Giant Panda
Tiny Basilisk
Rampaging Elephant


Tech 2 card(s)
Get Paid - ($9)
Draw from Tech
Worker
Stalking Tiger - ($6)
Rampaging Elephant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rampaging Elephant
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Stalking Tiger
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

P2T6


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Pirate Gunship
Bombaster
Bloodrage Ogre


WORKERS
Careless Musketeer
Scorch
Bloodburn
Nautical Dog
Charge


NextHand

Crash Bomber
Steam Tank
Mad Man
Rickety Mine
Bloodlust


Discard

Bloodrage Ogre
Bombaster
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($10)
Pirate Gunship - ($4)
Gunship attacks base, obliterate destroys both your units, base to 8
Jaina, Lobber and Drakk destroy your base, gg!

I apologize if im making these matches feel one sided, I do want to teach the game. Let me know your thoughts.

I’d be worried if the games weren’t 1 sided, you’re experienced and I’m not. If the games were close then something would be wrong.

I guess from my point of view it feels like once I’m behind I struggled, in both games, to get back to parity. I presume there are plays I can make to get back priority, but I didn’t see them.

Also GGs, I’m having fun.

I played in person at the weekend, I’m editing the video and planning a narration before I upload it.

I was actually doing something a little silly in that last game, playing rickety mine is a gamble most experienced players dont take. Ive done it a few times because I think the card is fun, and when it pays off, it pays off BIG. Turning 2g and a card into 6 g over 2 turns is a great return, but if it only triggers once, like this game, its pretty meh.

There are 2 major decision points that have a huge impact on the way the game unfolds, so the game can trip into lopsided territory as soon as turn 1.

Patrol decisions: This could be the biggest decision, especially for green, as you want to maximize your economy to play big expensive units or lots of little units. The best way to regain parity in any matchup is to ensure that when your guys die in the patrol, they give you more resources or make the enemy expend more resources than you did. Trading a lobber (1g and a card) for a basilisk (2g and a card) is on paper a bad trade for green, but putting it in tech. As an addendum to that, you can make the trade too expensive that the dont take it, and as soon as green has a board that sticks around, they start going bonkers against red.

Tech choices: Especially the first tech choice (which isnt really on the first turn but kinda is), because what will show up on T3 is very important. As P2, you are trying to counter or neutralize whatever tech P1 plays out, and as P1, you are trying to establish a strong enough lead to preventP2 from taking the initiative. Tech choices after the first are either in support of what you went for first, or stalling to get you to the win condition, like pirate gunship, wandering mimic, blooming ancients, might of leaf and claw, etc.

There isnt really a good way to simplify designing your patrol, but tech choices, there are some established tech trees you could follow, similar to the build paths in the RTS community that codex takes inspiration from. They are listed in the collected resource thread.

1 Like

When I was learning with Green, it took a long time for this to drum home. Trying to delay with Wisps, or low-attack, high-health cards like a Young/Ironbark Treant in Squad Leader, seems good at first. You’re the economy faction, so you just need to slow Red down a bit, right? But even Red has decent early access to attackers that can take 1 damage and live. They clear away the weak patrollers with no losses, and suddenly you’re facing nearly twice as large an attack next turn with little to show for it. That can snowball much more quickly than Green can cope with.

One example of this exact thing was when the spore shambler simply died to ogre for no gain. If it had been in elite instead, and I still chose to kill it with bloodrage ogre, they would have traded instead of BROGRE getting another turn to attack.