Casual Zhavier Monogreen vs WizardOfWit Monoblack

@wizardofwit Don’t suppose you are a quest for glory fan? I like your username.

P1T1


StartingHand Workers

STARTING HAND
Playful Panda
Tiger Cub
Spore Shambler
Merfolk Prospector
Rich Earth


WORKERS
Spore Shambler


NextHand

Forest’s Favor
Rampant Growth
Young Treant
Verdant Tree


Discard

Tiger Cub
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Merfolk Prospector - ($0)
Worker - ($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]: Merfolk Prospector 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [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: 5

Exciting! I literally have no idea what I’m doing vis a vie forum tools, but I’ll figure it out, I’m sure. Sadly WizardOfWit has its own genesis. I haven’t played Quest for Glory in years!

Thoughts

Well, here we go! He seems to be off to a rocket start. I was hoping to draw Deteriorate, but no such luck. He’s put himself down a card already. Maybe I can exacerbate that with Thieving Imp? Another possible play is Sacrifice the Weak into my empty board. He’d lose the Prospector and break even. I’d lose 2 gold. Probably not a great trade.

Starting Hand

Graveyard, Thieving Imp, Pestering Haunt, Skeleton Javelineer, Sacrifice the Weak

Next Hand

Poisonblade Rogue, Jandra the Negator, Deteriorate, Skeletal Archery, Summon Skeletons

Worker

Pestering Haunt

Actions

  • Collect 5 gold (5)
  • Worker (4)
  • Thieving Imp (discard a card) (1)
  • Discard 3, Draw 5

Patrol:
:psblueshield:SQL:
:psfist:Elite:
:ps_:Scav: Thieving Imp
:pschip:Tecn:
:target:Lookout:

Patrol Thoughts

It seems to me he has three possible buffs that let the Prospector swing into my Imp. Squad Leader stops two, but the Giant Growth Effect lets him run me down with no damage. This way I’m going to trade on anything but a Giant Growth, and if he does have the Growth effect, I at least get some cash out of it instead of getting blown out.

Buildings:
:heart: Base: 20

Economy:
Cards:

  • Hand: 5
  • Deck: 0
  • Discard: 3
    Gold:
  • Gold: 1
  • Workers: 6

I hope I did this correctly!

By the by, I’ll probably play pretty slowly, not because I’m busy with other stuff, but I want to get some sense of the flow of the game and think about what I’m doing.

Take your time, I am in no hurry to finish games. The thought bubbles can be really helpful to clearing up the options. and the post format is great. :smiley:

P1T2


Tech StartingHand Workers

TECH
Centaur
Gemscout Owl


STARTING HAND
Forest’s Favor
Rampant Growth
Young Treant
Verdant Tree - Discarded
Ironbark Treant - Draw


WORKERS
Spore Shambler
Ironbark Treant


NextHand

Gemscout Owl
Forest’s Favor
Centaur
Verdant Tree


Tech 2 card(s)
Get Paid - ($5)
Worker - ($5)
Tap Merfolk for 1g - ($6)
Young Treant, Draw 1 - ($4)
Tech 1 - ($3)
Calamandra - ($1)

Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Calamandra 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant 0/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Merfolk Prospector 1/1
    [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: 1
  • Workers: 6

Oops, deleted when I meant to edit. Anyway, here it is.

Thoughts

He’s certainly ramping into his Tech 1 cards fast. Yikes! I wouldn’t say he has a ton of board presence yet…but that will change soon I’m sure. While he had a fast start, I’ve managed to keep him off a full hand of 5 for a two turns now. That’s something. Calandra scares me, and I fear that anything I play this turn could be easily slain by a stealthy attacker. Would he be willing to lose more cards? Possibly if he plans to build Surplus. In any case, my real decision this turn revolves around my heroes. Will I summon Garth with skeletal friend, or Vandy? If stealth weren’t a factor, I’d make a skeleton. Since I can’t afford Garth, a skeleton, a tower, a worker, and a tech upgrade all in a single turn…I’ll go with Vandy. As for Tech choices…Shadow Bolt seems good against his tree dude, who may end up in Squad Leader. Executioner also seems pretty solid. Maybe I should have gone with Gargoyle? Doesn’t Arg deal with him without too much fuss? Plague Spitter? He seems cool. Maybe Executioner and Shadow Bolt was overkill. We shall see!

Starting Hand

Poisonblade Rogue, Deteriorate, Skeletal Archery, Jandra the Negator, Summon Skeletons

Tech

Hooded Executioner, Shadow Bolt

Next Hand

Hooded Executioner, Jandra the Negator, Skeleton Javelineer, Deteriorate, Shadow Bolt

Worker

Summon Skeletons

Actions

  • Collect 6 gold (7)
  • Worker (6)
  • Deteriorate on Merfolk Prospector (6)
  • Vandy Anadrose (4)
  • Build Tower add-on (1)
  • Build Tech 1 (0)
  • Discard 3, Draw 5

Patrol:
:psblueshield:SQL:
:psfist:Elite:
:ps_:Scav: Thieving Imp
:pschip:Tecn:
:target:Lookout:

In Play:
*Vandy Anadrose

Patrol Thoughts

The Tower should stop him from going after Vandy…unless I put her in harm’s way. No thanks. I’ll sacrifice the Imp, and get a little bit of an economic boost. He won’t have anything with haste, right? That means Andy should be safe for mischief on my next turn.

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tower: 4

Economy:
Cards:

  • Hand: 5
  • Deck: 4
  • Discard: 0
    Gold:
  • Gold: 0
  • Workers: 7

The ordering there would have been summon vandy, then cast deteriorate, because you need heroes in play to cast spells. But its ok, nothing about the substance of your turn needs to change.

Note: Resist only affects spells and abilities with the :target: symbol.

P1T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Ferocity


STARTING HAND
Verdant Tree
Centaur
Gemscout
Forest’s Favor


WORKERS
Spore Shambler
Ironbark Treant
Verdant Tree


NextHand

Tiger Cub
Playful Panda
Rampant Growth


Discard

Merfolk Prospector
Forest’s Favor
Tiny Basilisk
Ferocity


Tech 2 card(s)
Get Paid - ($6)
Worker - ($6)
Gemscout Owl - ($5)
Centaur - ($2)
Level Calamandra to 3, my stuff all has resist 1 (stacking with other resists) - ($0)
Calamandra kills Thieving Imp, you gain 1g - ($0)

Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur 3/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant 0/2
  • :target: [I]Lookout[/I]: Gemscout 0/1
    [B]In Play:[/B]
  • Rich Earth
  • Calamandra 3/1, lvl 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Oops, sorry about that! I’m at work now, but I may be able to make a move mid-day. Thanks for your patience!

Oh, and Calamandra herself doesn’t get resist, just my units.

Thoughts

His economy is humming,but he doesn’t have a lot to hit me with yet. I can’t seem to get my offense going. I really, really hoped for Sacrifice the Weak this turn, but it didn’t happen. Instead, I think I’ll try to hit Tech 2 before he does, and see where that takes me! The real question is: what’s my spec? Demon is out right away. I don’t have much of an offense going, so Terras and Banefire seem dead/ Voidblocker might be cool, but he has a lot of cheap little units to exhaust. So we’re down to Necromancy or Disease. Necromancy also seems to be better when I’m ahead, with things like Long Range, and the awesome Corpse Catapult to close out the game. I think I’ll go with Disease and get the excellent Gorgon into the game.

Starting Hand

Hooded Executioner, Jandra the Negator, Skeleton Javelineer, Deteriorate, Shadow Bolt

Tech

Gorgon, Gorgon

Next Hand

Deteriorate, Sacrifice the Weak, Poisonblade Rogue, Skeletal Archery, Graveyard

Worker

Skeleton Javelineer

Actions

  • Collect 7 gold (8)
  • Worker (7)
  • Jandra the Negator (4)
  • Build Tech 2 (0) Spec- Disease
  • Discard 3, Draw 5

Patrol:
:psblueshield:SQL: Jandra the Negator
:psfist:Elite:
:ps_:Scav: Vandy Anadrose
:pschip:Tecn:
:target:Lookout:

Patrol Thoughts

There’s no drawback to Jandra now. Might as well get her killed before her drawback is relevant. He’ll need a buff or his hero to do it. After that Vandy is in some trouble, but she’s a sacrifice I’m willing to make to get my tech train moving along.

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tech 2 Disease: 5
:heart: Tower: 4

Economy:
Cards:

  • Hand: 5
  • Deck: 5
  • Discard: 0
    Gold:
  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH
Rampaging Elephant
Dinosize


STARTING HAND
Tiger Cub
Playful Panda
Rampant Growth


WORKERS
Spore Shambler
Ironbark Treant
Verdant Tree
Tiger Cub


NextHand

Merfolk Prospector
Rampant Growth
Dinosize


Tech 2 card(s)
Get Paid + Owl - ($8)
Worker - ($8)
Tech 2 (Feral) - ($4)
Rampant Growth on Centaur - ($2)
Lvl Calamandra to 5, heals - ($0)
Calamandra kills Jandra, takes 4 - ($0)
Centaur kills Vandy, does 2 to Tower with Overpower, you gain 1g - ($0)

Discard 1, reshuffle, draw 3


[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]: Young Treant 0/2
  • :target: [I]Lookout[/I]: Gemscout Owl 0/1
    [B]In Play:[/B]
  • Rich Earth
  • Calamandra 4/1
  • Centaur 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

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

  • Hand: 3
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I can’t seem to make anything stick. I’m glad I went Disease, as the other two specs seem like they’d be more suited to an aggressive plan, and right now I’m just trying to survive.

Starting Hand

Deteriorate, Sacrifice the Weak, Poisonblade Rogue, Skeletal Archery, Graveyard

Tech

Doom Grasp, Cursed Crow

Next Hand

Thieving Imp, Gorgon, Gorgon, Shadow Blade, Hooded Executioner

Worker

Skeletal Archery

Actions

  • Collect 8 gold (9)
  • Worker (8)
  • Poisonblade Rogue (6)
  • Orpal Gloor (4)
    *Garth Torken (2)
    *Summon Garth Skeleton (1)
  • Discard 3, Draw 5

Patrol:
:psblueshield:SQL: Skeleton Token
:psfist:Elite: Orpal Gloor
:ps_:Scav: Garth Torken
:pschip:Tecn:
:target:Lookout:
In Play:

  • Poisonblade Rogue
Patrol Thoughts

I can’t have Poisonblade Rogue on the front line, as she’s prone to death by Overpower. Beyond that, my choices are fairly obvious.

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tech 2 Disease: 5
:heart: Tower: 2

Economy:
Cards:

  • Hand: 5
  • Deck: 0
  • Discard: 7
    Gold:
  • Gold: 1
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH
Spirit of the Panda
Gigadon


STARTING HAND
Merfolk Prospector
Rampant Growth
Dinosize


WORKERS
Spore Shambler
Ironbark Treant
Verdant Tree
Tiger Cub
Merfolk Prospector


NextHand

Tiny Basilisk
Ferocity
Rampaging Elephant


Discard

Rampant Growth
Dinosize
Spirit of the Panda
Gigadon


Tech 2 card(s)
Get Paid + Owl - ($9)
Worker - ($9)
Argagarg - ($7)
Rampant Growth on Centaur - ($5)
Centaur kills Skeleton, overpower kills Garth, you gain 1g, Arg to lvl 3 - ($5)
Tower - ($2)
Maxband Arg - ($0)

Discard 1, draw 3


[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]: Argagarg 1/5, lvl 5
  • :pschip: [I]Technician[/I]: Young Treant 0/2
  • :target: [I]Lookout[/I]: Gemscout Owl 0/1
    [B]In Play:[/B]
  • Rich Earth
  • Calamandra 4/1
  • Centaur 3/2
  • Water Elemental 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I’m finally getting some traction, but he keeps building his forces. My three options this turn are go for Tech 3, or forgo Tech 3 and get rid of his hero while developing my board a bit more, or let him keep Arg but put a bunch of units on the board. I’m going with that last route.

Starting Hand

Thieving Imp, Gorgon, Gorgon, Shadow Blade, Hooded Executioner

Tech

Plague Lab, Cursed Crow

Next Hand

Cursed Crow, Doom Grasp, Poisonblade Rogue

Worker

Hooded Executioner

Actions

  • Collect 9 gold (11)
  • Worker (10)
  • Gorgon(7)
  • Gorgon (4)
  • Thieving Imp (discard a card at random) (1)
  • Poisonblade Rogue kills Wisp Token, dies to Tower
  • Orpal Gloor attacks Young Treant (deals damage in the form of a -1/-1 rune), takes one damage from Tower
  • Discard 1, Draw 3

Patrol:
:psblueshield:SQL: Gorgon
:psfist:Elite: Thieving Imp
:ps_:Scav: Gorgon
:pschip:Tecn:
:target:Lookout:
In Play:

  • Orpal Glor 1/2 (exhausted)

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tech 2 Disease: 5
:heart: Tower: 2

Economy:
Cards:

  • Hand: 3
  • Deck: 7
  • Discard: 0
    Gold:
  • Gold: 1
  • Workers: 10

I missed that you had a Tower the first time around. I’ve fixed it all and re-drawn my hand!

P1T6


Tech StartingHand Workers

TECH
Stampede
Moss Ancient


STARTING HAND
Tiny Basilisk
Playful Panda
Rampaging Elephant


WORKERS
Spore Shambler
Ironbark Treant
Verdant Tree
Tiger Cub
Merfolk Prospector


NextHand

Forest’s Favor
Playful Panda


Discard

Rampant Growth
Dinosize
Spirit of the Panda
Gigadon
Ferocity
Tiny Basilisk
Stampede
Moss Ancient


Tech 2 card(s)
Get Paid + Owl - ($10)
Rampaging Elephant - ($4)
Ferocity - ($2)
Calamandra dies running into Gorgon, Orpal to Lvl 3 - ($2)
Centaur kills Gorgon and Overpower kills Imp, you draw a card - ($2)
Tap Argagarg to buff Water Elemental - ($2)
Water Elemental kills Gorgon, you gain 1g and draw a card - ($2)
Summon Midori - ($0)

Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Rampaging Elephant 6/7+A, Ferocity
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant 0/1, -1 Rune
  • :target: [I]Lookout[/I]: Gemscout Owl 0/1
    [B]In Play:[/B]
  • Rich Earth
  • Centaur 3/2, Ferocity
  • Water Elemental 3/3, Ferocity
  • Argagarg 1/5, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Except for Ferocity, that last turn went great! His lack of cards is starting to be a problem for him, and while I can stop teching now, he has to keep doing it. It wasn’t hard to anticipate the Elephant when he was making money like crazy, which is what Doom Grasp was for…I got lucky on my Gorgon draws, and frankly, after a bunch of early turns where I felt like I was just missing what I needed, it’s about time. Let’s see how this all plays out!

Starting Hand

Cursed Crow, Doom Grasp, Poisonblade Rogue, Plague Lab, Deteriorate.

[details=Tech]Nothing[/details] I don’t know if I need to tell you I’m not teching, but since I’ve hit 10 workers, I don’t need to tech any longer, and this turn I’m choosing not to.

Next Hand

Jandra the Negator, Sacrifice the Weak, Shadow Bolt

Worker

Poisonblade Rogue

Actions

  • Collect 10 gold (12)
  • Worker (11)
  • Garth Torken(9)
  • Garth Skeleton (8)
  • Doom Grasp on Elephant, sacrificing Skeleton Token (4)
  • Plague Lab, placing a -1/-1 token on all your units. Treant dies, you draw a card, Owl dies.(1)
  • Deteriorate on the Centaur, Centaur dies(1)
  • Level Orpal Gloor to 4, mid-band, heal (0)
  • Orpal Gloor attacks the Water Elemental, kills it, takes 2, +1 from Tower for a total of 3 damage.
  • Discard 1, Draw 3

Patrol:
:psblueshield:SQL:
:psfist:Elite:
:ps_:Scav:
:pschip:Tecn: Garth Torken (1/3)
:target:Lookout:
In Play:

  • Orpal Glor 2/1

Buildings:
:heart: Base: 20
:heart: Tech 1: 5
:heart: Tech 2 Disease: 5
:heart: Tower: 2
:heart: Plague Lab: 4

Economy:
Cards:

  • Hand: 3
  • Deck: 2
  • Discard: 6
    Gold:
  • Gold: 0
  • Workers: 11

For some reason I can’t get my next hand to stay hidden. Hang on.

Got it. That was weird. I must have frantically edited it 7 times in 3 minutes.

Its all about how many empty lines are in front of the spoilers . I have to consider what to do, I’ll post my turn later.

No rush! I like to take my time to think too!