Sure thing, your turn for player 1
Lets see if this was a bad idea.
P1T1
StartingHand Workers
STARTING HAND
Forestās Favor
Young Treant
Ironbark Treant
Rampant Growth
Tiger Cub
WORKERS
Young Treant
NextHand
Rich Earth
Playful Panda
Spore Shambler
Verdant Tree
Merfolk Prospector
Discard
Rampant Growth
Forestās Favor
Tiger Cub
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Ironbark Treant (1/2+AA)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
P2T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Graveyard
Pestering Haunt
Deteriorate
Poisonblade Rogue
WORKERS
Poisonblade Rogue
NextHand
Skeletal Archery
Skeleton Javelineer
Thieving Imp
Jandra, the Negator
Discard
Sacrifice the Weak
Deteriorate
Graveyard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Sacrifice the Weak, kills Treant, you get 1g - ($0)
Pestering Haunt
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Garth 1/3+A
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Pestering Haunt 1/1
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 6
P1T2
Tech StartingHand Workers
TECH
Shadowblade
Shadowblade
STARTING HAND
Verdant Tree
Spore Shambler
Merfolk Prospector
Rich Earth
Playful Panda
WORKERS
Young Treant
Verdant Tree
NextHand
Playful Panda
Tiger Cub
Ironbark Treant
Spore Shambler
Tech 2 card(s)
Get Paid + Scavenger - ($6)
Vandy - ($4)
Merfolk Prospector - ($3)
Rich earth - ($0)
Worker
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Vandy (2/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Merfolk Prospector (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Rich Earth
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 6
EDIT: THOUGHTS
Thoughts
So I have three types of turns next -
Turns where I attack with my prospector
On these turns I have 6 gold available. He has haunt and probably something else on the field.
Only way he kills vandy is if he spends ALL his gold to get garth to level 7, and heās skipping tech 1 and a worker to do this so probably not happening. Worst things he can get from maxband is basically Jandra.
Iām probably least excited to see a squadlead poisonblade rogue, tech 1, worker, skeleton from garth in scavenger/technician, haunt poking base.
If he skips tech 1 another turn, garth hanging around is pretty non-problematic outside of his amazing spells, and the later maxband.
Turns where I prospect with my prospector
7 coins means I can afford to do some kinda nasty stuff depending on what heās putting out.
Spore shambler moving a +1/+1 to protect the prospector from continued haunt risks and sac/deteriorate is probably fine, heroes hall or tech 1 and float?
Turns where I do not have a prospector
Likely causes are deteriorate or haunt poking my prospector out.
7 Coins means I can afford to do some kinda nasty stuff depending on what heās putting out.
Heroes hall, tech 1 is 5, still drop a tigercub for squadleader.
Turns where I kill garth involve him being squad leader at level 1 (midband vandy swings 2, prospector attacks doom something with maxband, drop panda/tigercub 4, tech 1 and grab something like twilight baron for the 4/4 body and overpower?)
Difficult for black not to want to punish going down on cards.
"P2T2
Tech StartingHand Workers
TECH
Nether Drain
Bone Collector
STARTING HAND
Thieving Imp
Skeletal Archery
Skeleton Javelineer
Jandra, the Negator
WORKERS
Poisonblade Rogue
Jandra, the Negator
NextHand
Nether Drain
Pestering Haunt
Bone Collector
Summon Skeletons
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Thieving Imp, you discard #4 of 4 - ($0)
Pestering Haunt trades with Prospector, you get 1g
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Thieving Imp 3/2
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garth 1/3, lvl 1
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
"
Iām pretty sure youāre making a mistake thinking that. Lets see what this looks like.
P1T3
Tech StartingHand Workers
TECH
Brave Knight
Brave Knight
STARTING HAND
Tiger Cub
Ironbark Treant
Playful Panda
Spore Shambler
Forestās Favor
Rampant Growth
WORKERS
Young Treant
Verdant Tree
Playful Panda
NextHand
Shadowblade
Rampant Growth
Brave Knight
Shadowblade
Tech 2 card(s)
Get Paid+Scavenger - ($7)
Worker
Midband Vandy - ($5)
Midband effect, discarding for Dark Pact, play it drawing 2 cards my base to 18 - ($4)
Tech 1 - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Tiger Cub (2/2+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Rich Earth
- Vandy (3/4)
[B]Buildings:[/B] - Base HP: 18
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
EDIT: Additional thoughts
[details=Thoughts]I had a 1/6 chance to miss a shadowblade and NAILED IT. Which may have been for the best anyway?
I also had a really good chance of having shadowblade in T3 hand, which would have been a brutal response ā shadowblade for 3 on imp forcing discard, midband vandy for 2 more, kill garth for maxband, tech 1 and probably teching 1-2x meta, discard 2 redraw remainder of deck.
T4 tech 1-2x meta, possibly use vandy midband to dark pact, go tech 2 or heroesā hall and begin stampin time?[/details]
"P2T3
Tech StartingHand Workers
TECH CARDS
Bone Collector
Birdās Nest
STARTING HAND
Skeleton Javelineer
Graveyard
Skeletal Archery
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Jandra, the Negator
NextHand
Nether Drain
Deteriorate
Skeletal Archery
Graveyard
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($7)
Make a skeleton - ($6)
Nether Drain Vandy back to 1, pay resist - ($4)
Garth to lvl 4 - ($3)
Sac Skeleton to draw
Max Garth, fetch Bone Collector - ($0)
Pestering Haunt
Deteriorate Tiger Cub
Thievery Imp kills Tiger Cub
Garth kills Vandy, takes 2
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bone Collector 3/3+A
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garth 3/2, lvl 7
- Thieving Imp 2/1
- Pestering Haunt 1/1
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 5
[B]Gold:[/B] - Gold: 0
- Workers: 7
Lovely. You nailed 3 of the best cards you could have that turn (sure you have two copies of one of them, but you still nailed at least 2/4 redrawn cards, one in the first 3. Possibly even got 3/4 in redraws).
P1T4
Tech StartingHand Workers
TECH
Twilight Baron
Twilight Baron
STARTING HAND
Shadowblade
Shadowblade
Brave Knight
Rampant Growth
WORKERS
Young Treant
Verdant Tree
Playful Panda
Rampant Growth
NextHand
Forestās Favor
Ironbark Treant
Merfolk Prospector
Dark Pact
Discard
Tiger Cub
Shadowblade
Shadowblade
Twilight Baron
Twilight Baron
Tech 2 card(s)
Get Paid - ($7)
Worker
Brave Knight - ($4)
Argarg - ($2)
Heroes hall - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Brave Knight (3/3+A)
- [I]Elite[/I]: Wisp (1/1)
- [I]Scavenger[/I]:
- [I]Technician[/I]: Argarg (1/3)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Rich Earth
[B]Buildings:[/B] - Base HP: 18
- Tech I HP: 5
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 5
[B]Gold:[/B] - Gold: 0
- Workers: 8
P2T4
Tech StartingHand Workers
TECH
Blooming Ancient
Might of Leaf and Claw
STARTING HAND
Skeletal Archery
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer
WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
Blooming Ancient
Sacrifice the Weak
Birdās Nest
Might of Leaf and Claw
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Make Skeleton - ($5)
Tech 2 (Growth) - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt hits your base to 17
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Skeleton 1/1+A
- [I]Elite[/I]:
- [I]Scavenger[/I]: Thieving Imp 2/1
- [I]Technician[/I]: Skeleton Javelineer 1/1
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garth 3/2, lvl 7
- Pestering Haunt 1/1
- Bone Collector 3/3
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
Pretty sure weāve mostly established how this song and dance goes.
It involves Blooming ancient for 4, arg or rook+birds nest for 2-3 +1/+1 counters, bone collector gets one and +1/+1 counter replaced, haunt pokes something.
I also have like 4 ways I was considering this turn.
P1T5
Tech StartingHand Workers
TECH
Dinosize
Dinosize
STARTING HAND
Forestās Favor
Merfolk Prospector
Dark Pact
Ironbark Treant
Spore Shambler
Brave Knight
WORKERS
Young Treant
Verdant Tree
Playful Panda
Rampant Growth
Ironbark Treant
NextHand
Forestās Favor
Twilight Baron
Spore Shambler
Dinosize
Tech 2 card(s)
Get Paid - ($8)
Worker
Brave Knight Bravely Slays patrol leader skeleton and hungers for more battle
Arg slays the imp (gain a gold)
Midband Arg - ($6)
Vandy - ($4)
Dark Pact, my base to 15
Brave Knight #2 - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Brave Knight (3/3+A)
- [I]Elite[/I]: Wisp (1/1)
- [I]Scavenger[/I]: Brave Knight (3/2)
- [I]Technician[/I]: Merfolk Prospector (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Rich Earth
- Argarg (1/4)
- Vandy (2/3)
[B]Buildings:[/B] - Base HP: 15
- Tech I HP: 5
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
[details=Thoughts]
Route type A: killing the javelin skeleton ā forestās favor, max vandy, spore shambler to buff the wisp. In Vandy max I donāt need to midband arg because wisp can kill the imp instead and arg is 1/2 instead of 1/1.
Killing the javelineer means my patrol is a lot weaker, but I MAYBE keep somethings alive to dinosize soon hopefully.
Probably spore shambler if I did go this route as I would have 1/1 wisp, 1/4 arg, 2/3 vandy, 2/2 elite spore crawler, 3/2+A brave knight maybe patrol vandy as tech or scavenger, discard favor, prospector, and knight reshuffle draw 5. He only has 1 thing he can dump blooming tokens on to smash me with (bone collector), but he still gets to favorable trade if he blooming+hero move token onto bone to smash my squad leader and I have almost nothing to break through his basic patrollers unless I hit shadowblade.
Route type B: Leaving the Javelin up
Accepting the javelineer up means heās still only on 4 cards this turn so slightly less chance I get completely destroyed by Blooming Ancient and pals, and I have a bit more patrolling power.
I can do very similar routes but I put down units instead of spend gold on trying to kill the javelineer.
Killing the imp still occurs for arg midband, and vandy+dark pact means I get BK#2 on the board float 1 discard 3 draw 5 or grab the merfolk discard 2 draw 4, patrol wisp in elite merfolk patrols for the card if I play it and BKās patrol for armor and gold return.
He has four things he can attack with so I again canāt really break through bunch of dudes patrol without shadowblade ā I have plenty of cards though if he kills both brave knights, so maybe I can make something happen.[/details]
It is a tried and true method.
P2T5
Tech StartingHand Workers
TECH
Spirit of the Panda
Blooming Elm
STARTING HAND
Might of Leaf and Claw
Sacrifice the Weak
Birdās Nest
Blooming Ancient
WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
Graveyard
Nether Drain
Skeletal Archery
Deteriorate
Discard
Pestering Haunt
Sacrifice the Weak
Might of Leaf and Claw
Birdās Nest
Spirit of the Panda
Blooming Elm
Tech 2 card(s)
Get Paid - ($8)
Blooming Ancient - ($4)
Argagarg, BA +2 - ($2)
Move +1 to Bone Collector
Bone Collector kills Brave Knight, he returns to hand, I get a skeleton and BA +1
Garth kills Wisp
Pestering Haunt trades with Merfolk Prospector, you draw 1
Sacrifice the Weak kills my Wisp and your Brave Knight really dies, you get 1g (note Brave Knight would otherwise not give you 1g) - ($0)
Move +2 Runes to Javelineer, kills Vandy at long range spending Javelin Rune, Argagarg to lvl 3
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Argagarg 1/4+A, lvl 3
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Blooming Ancient 2/4
[B]In Play:[/B] - Garth 3/1, lvl 7
- Skeleton 1/1
- Bone Collector 4/1, +1 Rune
- Skeleton Javelineer 3/3, No Javelin, +2 Runes
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 7
[B]Gold:[/B] - Gold: 0
- Workers: 8
Yeah I basically lost when you hit your tech on the draw and I missed mine even WITH the dark pact. Stupid 3% of games.
Edit: OH AND YOU ONLY HAD ONE NETHERDRAIN? Brilliant. Way to nail the draws.
yea, that was lucky. But I could have been happy with a nether drain on T4 instead just to stop metamorphosis. The plan was originally play bone collector or nether drain if possible but probably not kill Vandy, but the skeleton draw was supposed to help me get back to 5 cards, but then I got deteriorate so it was perfect. If I had gotten anything else, I probably would have ended up just playing a bone collector and getting a worker, and maybe killing Tiger Cub with Garth or thieving imp and Pestering Haunt so you wouldnāt get any good units to hit with vandy maxband.
Upon review, I think I screwed up something in my sheet when I was posting my T3, the starting hand and next hands appear incorrect. But the starting on T4 and the next hand on T2 are correctā¦
Wow, 2 shadow blades. Yea, that sounds about right. Canāt believe you missed both, that is rough.
In 75% of games I hit at least one shadowblade at the end of my turn 2, and when I have 1 the imp only hits 25% of the time, if I have 2 imp canāt hit both.
If I have a shadowblade going into my turn 3: 7 gold, worker, shadowblade imp ($4) you discard, midband vandy ($2) kill Garth, vandy maxbands and heals, tech 1 ($0).
My response would have been bone collector and tower, probably. But we would have both still had a shot. Random number generator is a cruel mistress.
Well Iām back from Thanksgiving so if you want another game, or to switch up the decks Iām game again.
I am experimenting with a deck, if you donāt mind me chaing it up. Growth/Disease/Blood
What will you play? Iāll post a turn once you say yay or nay and same deck or different deck.
Iāll give it a shot. See if I canāt do better against a different starter and no Rook. You using green starter?
Yea green starter.
"P1T1
StartingHand Workers
STARTING HAND
Forestās Favor
Merfolk Prospector
Rampant Growth
Spore Shambler
Verdant Tree
WORKERS
Verdant Tree
NextHand
Ironbark Treant
Playful Panda
Young Treant
Tiger Cub
Rich Earth
Discard
Spore Shambler
Rampant Growth
Forestās Favor
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Orpal - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Merfolk Prospector 1/1
- Orpal 1/3, lvl 1
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
P2T1
StartingHand Workers
STARTING HAND
Tiger Cub
Rich Earth
Merfolk Prospector
Spore Shambler
Rampant Growth
WORKERS
Spore Shambler
NextHand
Young Treant
Playful Panda
Forestās Favor
Verdant Tree
Ironbark Treant
Discard
Rampant Growth
Merfolk Prospector
Rich Earth
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Tiger Cub (2/2+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Vandy (2/3) R1
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 6