Casual Zhavier vs EricF Core Set Factions

[details=Player 1; Turn 3]Young Treant
Spore Shambler
Verdant Tree -> Worker
Rampant Growth
Tiny Basilisk
+Galina Glimmer

Tech: Ferocity + Centaur
[/details]
6 gold (6)
Prospect (7)
Young Treant (5), draw.
Galina Glimmer (4)
Worker (3)
Level Cal to 3 (1)
Cal kills Bombaster
Discard 3, Draw 2, rs, Draw 3. Float 1 gold.

Note: units have resist 1 from Cal midband
SQL: Wisp (0/1 +1)
Scavenger: Young Treant (0/2)
Lookout: Panda (2/2)

L3 Calamadra (3/1)
Galina Glimmer (2/2)
Prospector (1/1)

Base - 18
Tech I - 5

7 workers, 1 gold
Hand: 5
Deck: 2
Discard: 0

Clearly I am not being aggressive enough for redā€¦ I doubt I can recover from this huge gold lead you are getting.

P2T3

Tech StartingHand Workers

TECH
Gunpoint Taxman
Firebat

STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Flame Arrow
Careless Musketeer

WORKERS
Scorch
Bloodburn
Careless Musketeer

NextHand

NEXT HAND
Firebat
Charge
Nautical Dog

Get Paid - ($7)
Worker - ($6)
Flame Arrow on Calamandra, Jaina to Lvl 3 - ($2)
Bloodrage Ogre - ($0)
Jaina kills SQL Wisp - ($0)

Discard 1, draw 3

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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre 3/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina 2/3, Lvl 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=P1; Turn 4]Tiny Basilisk
Spore Shambler
Rampant Growth
Tiger Cub
Forestā€™s Favor -> Worker

Tech in Might of Leaf & Claw x2
[/details]
7 + 2 gold (10)
Worker (9)
Tech II - Growth (5)
Arg (3)
Prospect (4)
Tiny Basilisk (2)
Tiger Cub (0)
Discard 2, Draw 2, rs, Draw 2

SQL - Tiny Basilisk (1/2 +1)
Elite - Tiger Cub (3/2)
Scavenger: Young Treant (0/2)
Tech: Wisp (0/1)
Lookout: Panda (2/2)

L1 Arg (1/3)
Galina Glimmer (2/2)
Prospector (1/1)

Base - 18
Tech I - 5
Tech II - 5
Spec: Growth

8 workers, 0 gold
Hand: 4
Deck: 2
Discard: 0

I donā€™t think I even put up a fight on this oneā€¦

P2T4

Tech StartingHand Workers

TECH
Burning Volley
Lobber

STARTING HAND
Firebat
Charge
Pillage

WORKERS
Scorch
Bloodburn
Careless Musketeer
Nautical Dog

NextHand

NEXT HAND
Pillage
Burning Volley
Charge

Get Paid - ($8)
Worker - ($7)
Jaina to lvl 7 - ($3)
Jaina taps and kills Tiny Basilisk - ($3)
Firebat - ($1)
Bloodrage Ogre trades with Tiger Cub - ($1)

Discard 1, draw 1, reshuffle, draw 2

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

  • :psblueshield: [I]Squad Leader[/I]: Firebat 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina 4/3, Lvl 7
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=P1; Turn 5]Ferocity
Centaur
Rampant Growth
Might of Leaf and Claw

Defenders: 4, 1 // 3, 4, 5 (plus tower)
Attackers: 0, 2, 1, 2, 1 - so, just trade off all 5 guys to get MoLaC active

tech Blooming Elm + Murkwood Allies
[/details]
8 + 2 gold (10)
Might of Leaf and Claw (7)
Centaur (4)
Rampant Growth on Wisp (2)

Wisp and Panda trade with Firebat
Arg kills Mad Man
Prospector and Galina trade with Jaina, Arg to L3, MoLaC active
Max Arg (0)
Discard 1, Draw 2, rs, Draw 1

Note: units have resist 1 from Cal midband
Squad Lead: Young Treant (5/7 +1)
Tech: Water Elemental (8/8)
Lookout: Centaur (8/9)

L5 Arg (6/10)

Might of Leaf and Claw - Active
Base - 18
Tech I - 5
Tech II - 5
Spec: Growth

8 workers, 0 gold
Hand: 3
Deck: 8
Discard: 0

I voncede. GG! I did some suboptimal things and you did a good job making me pay for it.

Do you want to continue? Iā€™m happy to keep doing mono-leaf-and-claw until you find a line that beats it.

Itā€™s not like I didnā€™t know where it was going :stuck_out_tongue:

I like the idea of swapping colors so you can show me how red is supposed to work :smiley:

Sure.

[details=Player 1; Turn 1]Bloodburn -> Worker
Makeshift Rambaster
Nautical Dog
Bombaster
Mad Man
[/details]
4 gold (4)
Worker (3)
Rambaster (1)
Nautical Dog (0)
Rambaster hits your base for 3
Discard 2, Draw 4

No Patrol

Nautical Dog (1/1)
Rambaster (1/2)

5 workers, 0 gold
Hand: 4
Deck: 1
Discard: 2

I am not going to just copy your winning moves, promiseā€¦ :slight_smile:

P2T1

StartingHand Workers

STARTING HAND
Tiger Cub
Ironbark Treant
Spore Shambler
Rampant Growth
Playful Panda

WORKERS
Spore Shambler

NextHand

NEXT HAND
Young Treant
Merfolk Prospector
Forestā€™s Favor
Rich Earth
Verdant Tree

Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Tech 1 - ($0)

Discard 3, draw 5

[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=P1; Turn 2]Pillage
Scorch -> Worker
Bloodrage Ogre
Charge

Tech in 2x Lobber
[/details]
5 gold (5)
Worker (4)
Tech I (3)
BRO (1)
Discard 2, Draw 1, rs, Draw 3. Float 1 gold.

Tech - Nautical Dog (1/1)

BRO - 3/2
Rambaster - 1/2

Base - 20
Tech I - 5

6 workers, 1 gold
Hand: 4
Deck: 3
Discard: 0

P2T2

StartingHand Workers

TECH
Tiny Basilisk
Ferocity

STARTING HAND
Young Treant
Merfolk Prospector
Forestā€™s Favor
Rich Earth
Verdant Tree
Tiny Basilisk - draw 1

WORKERS
Spore Shambler
Rich Earth

NextHand

NEXT HAND
Playful Panda
Rampant Growth
Ferocity
Tiger Cub

Get Paid - ($6)
Worker - ($5)
Young Treant, draw 1 - ($3)
Merfolk Prospector - ($2)
Tiny Basilisk - ($0)

Discard 2, draw 4

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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk 1/2+A
  • :psfist: [I]Elite[/I]: Ironbark Treant 2/2+2A
  • :ps_: [I]Scavenger[/I]: Young Treant 0/2
  • :pschip: [I]Technician[/I]: Merfolk Prospector 1/1
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 2

[B]Gold:[/B]

  • Gold: 0
  • Workers: 7

[details=Summary]I have two options here - make a worker and tech Desperation, or skip the worker, and tech stuff that is immediately relevant. For illustration purposes, Iā€™m going to do the second one, even though I think the first is more stable (hitting War Drums in a couple turns should end the game regardless of what Green does)

Careless Musketeer
Mad Man
Lobber
Lobber

Tech in Bloodlust (to get around Momentā€™s Peace) and Kidnapping (to get around everything else)
[/details]
6 gold (7)
Drakk, mid-band (2)
Lobber (1)
Lobber (0)

First Lobber trades with Basilisk
Second Lobber kills Prospector, you reshuffle 4 cards and draw
Nautical Dog kills Young Treant
BRO trades with Ironbark
Rambaster hits your base for another 4, down to 13.
Discard 2, Draw 3, rs, Draw 1.

Scavenger - L4 Drakk (2/3) (literally the only way mono-green could make an attack here would be to have Circle of Life teched in, and re-draw the Basilisk off the Technician draw, and there is no spell that directly damages anything)

Nautical Dog (1/1)
Rambaster (1/2)
Lobber (2/1)

Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 4
Deck: 5
Discard: 0

I find myself consistenyly outplayed by you, sir :slight_smile: I admit, I was hoping you only had 1 lobber in hand, or maybe decided to do something with zane, or decide not to skip a workerā€¦ but alas, here we are.

P2T3


Tech StartingHand Workers

TECH
Ferocity
Tiny Basilisk


STARTING HAND
Playful Panda
Rampant Growth
Ferocity
Tiger Cub
Tiny Basilisk


WORKERS
Spore Shambler
Rich Earth


NextHand

Merfolk Prospector
Forestā€™s Favor
Verdant Tree
Ferocity


Get Paid + Scavenger - ($8)
Calamandra - ($6)
Tiger Cub - ($4)
Tiny Basilisk - ($2)
Ferocity - ($0)

Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk 1/2+A, Ferocity
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Tiger Cub 2/2, Ferocity
    [B]In Play:[/B]
  • Calamandra 2/3
    [B]Buildings:[/B]
  • :heart: Base HP: 13
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Should have patrolled calā€¦

6 gold (6)
Bombaster (4)
Pillage your base for 2 damage (3)
Sac baster to kill tiger cub (1)
Mad man (0)
Rambaster, Dog, and Mad man attack past the tiny basilisk dealing 4 + 3 + 2 to your base
Lobber taps to ping your base down to 1
Drakk attacks tiny basilisk, dies to swift strike, deals the final point of damage.

Gg - your turn to go first.

That swift striking wall was very strong, though!

Patrolling Cal would have maybe bought me a turn but it just meant losing next turn in my estimation. The following turn I would have feebly put out a unit and arg and still been killed.

I was pretty happy with my wall, until i remembered drakkā€™s kidnapping, but yea, you had no problem getting around it.

P1T1


StartingHand Workers

STARTING HAND
Rich Earth
Spore Shambler
Merfolk Prospector
Young Treant
Rampant Growth


WORKERS
Rich Earth


NextHand

Verdant Tree
Forestā€™s Favor
Ironbark Treant
Tiger Cub
Playful Panda


Discard

Rampant Growth
Young Treant
Spore Shambler


Get Paid - ($4)
Worker - ($3)
Argagarg - ($1)
Merfolk Prospector - ($0)

Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg 1/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

I guess than induces turn 1 Zane? Are you sure you want that start?

Yea, I suppose that opening isnt very reasonable vs red

[details=Player 2, Turn 1]Makeshift Rambaster
Scorch -> Worker
Bombaster
Charge
Nautical Dog[/details]
5 gold (5)
Worker (4)
Bombaster (2)
Discard 3, Draw 5. Float 2 gold.

Scavenger - Bombaster (2/2)

6 workers, 2 gold
Hand: 5
Deck: 0
Discard: 3

P1T2


Tech StartingHand Workers

TECH
Giant Panda
Centaur


STARTING HAND
Verdant Tree
Forestā€™s Favor
Ironbark Treant
Tiger Cub
Playful Panda


WORKERS
Rich Earth
Tiger Cub


NextHand

Young Treant
Rampant Growth
Forestā€™s Favor
Giant Panda


Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Prospect - ($2)
Verdant Tree - ($0)

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]: Argagarg 1/3
  • :target: [I]Lookout[/I]: Wisp 0/1
    [B]In Play:[/B]
  • Merfolk Prospector 1/1+A
  • Verdant Tree 3 :heart:
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6