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CAWS 2016: Eijolend (Mono Green) vs. shax (Mono Red)


#1

Hey @shax nice to meet you. It is good to see that the Core Set matchup can be found in a tournament.

GL HF!

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Merfolk Prospector
Young Treant
Spore Shambler
Rampant Growth


WORKERS
Verdant Tree


NextHand

Playful Panda
Forest’s Favor
Ironbark Treant
Rich Earth
Tiger Cub


Discard

Young Treant
Spore Shambler
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Argagarg (with Wisp) - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :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)
  • Argagarg Lvl.1 (1/3)
    [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
Thoughts

Okay, red of course means a lot of calculating and estimating possible damage that they can do on their turn. I am going with one of the most standard green P1 openings and Arg can only be killed by skipping a worker or spending too many cards. I think Calamandra would also be a good choice, but I really really like Wisp and Water Elemental against red! At some point I would really like to do an in depth analysis whether opening with Arg or with Calamandra is better for mono-green (depending on situation of course) and also ask if I’m wrong for discounting Midori entirely as an early-game hero except for specifically countering Upgrades and Buildings.


#2

Just saw this but going to clase. I’ll get back to you sometime after lunch.

Core Set fist bump :psfist:


#3

"P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Careless Musketeer
Nautical Dog
Bloodrage Ogre
Bombaster


WORKERS
Careless Musketeer


NextHand

Mad Man
Bloodburn
Charge
Scorch
Pillage


Discard

Makeshift Rambaster
Bombaster
Nautical Dog


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon bloodrage ogre - ($2)
Summon Draak - ($0)

Float ($0)
Discard 3, draw 5


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Draak(1/3)
    [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: 6
Thoughts

Tempted to go with some Draak shenanigans.

"


#4

P1T2


Tech StartingHand Workers

TECH
Galina Glimmer
Huntress


STARTING HAND
Forest’s Favor
Tiger Cub
Playful Panda
Rich Earth
Ironbark Treant


WORKERS
Verdant Tree
Rich Earth


NextHand

Huntress
Galina Glimmer
Rampant Growth
Ironbark Treant


Tech 2 card(s)
Get Paid - ($5)
Use Merfolk Prospector ability - ($6)
Worker - ($5)
Playful Panda (with Wisp) - ($3)
Tiger Cub - ($1)
Tech I ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp A (0/1)
  • :pschip: [I]Technician[/I]: Wisp B (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Playful Panda (2/2)
  • Argagarg Lvl.1 (1/3)
    [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: 0
  • Workers: 6

[details=Thoughts]Okay, that is also a pretty standard opening for red. Early Drakk of course means that early kidnapping is a possibility… So probably no Centaurs and Tiny Basilisks also is too good of a target?

I have no good line to kill the Bloodrage Ogre (Forest’s Favor & midband Arg on Merfolk Prospector does not keep Merfolk Prospector alive), so I will just have to wait and see what Red can do to me.
Ironbark Treant is a good blocker, but gets outvalued with Drakk Frenzy. Maybe Tiger Cub & Playful Panda for maximum amount of annoying blockers? A Tiger Cub in Squadleader can only be taken out by Bloodrage Ogre (breaking even) or spending two cards. I really like the fact, that the green starter has two 2 gold 2/2s.

Tech choices can be summarized as “anything but Centaur” :wink: .
[/details]


#5

"P2T2


Tech StartingHand Workers

TECH
Maximum anarchy
Lobber


STARTING HAND
Bloodburn
Charge
Mad Man
Pillage
Scorch


WORKERS
Careless Musketeer
Bloodburn


NextHand

Lobber
Bloodrage Ogre
Charge
Nautical Dog
Scorch


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
build Tech I - ($4)
Bloodrage ogre trades with tiger cub
Summon mad man - ($3)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Mad Man(1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Draak(1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 7
Thoughts

How is it that I keep summoning a hero, then am immediately presented with a board where they can’t possibly live? Fuck it, teched a reset button and clinched my butt cheeks for the draw. Drew lobber instead, thank god for that.

Edit for more thoughts. The reason I’m going for a reset is not because draak is very likely to die(either of his starter deck buff spells will do the trick). I failed to realize that almost all of my units were in my first hand and I didn’t adjust for that. Now he has so many speed bumps and is about to drop a centaur or maxband Arg. Not even surprise attack(too expensive without an established hero anyways) or 2x ember sparks is going to make much of a dent. I might be wrong but I feel I need to go big.

"


#6

P1T3


Tech StartingHand Workers

TECH
Dinosize
Huntress


STARTING HAND
Ironbark Treant
Rampant Growth
Huntress
Galina Glimmer


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant


NextHand

Spore Shambler
Young Treant
Galina Glimmer
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Merfolk Prospector ability - ($6)
Playful Panda kills Mad Man taking 1 damage
Argagarg casts Rampant Growth on Argagarg. - ($4)
Argagarg kills Drakk taking no damage after armor. (Argagarg 1->3). You get 1 gold and my base takes 1 damage.
Argagarg 3->5, Water Elemental - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp A (0/1)
  • :pschip: [I]Technician[/I]: Wisp B (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Playful Panda (2/1) x
  • Argagarg Lvl.5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7

[details=Thoughts]His hand must be very awkward if that is the best play. I’m a bit worried about the 3 floating gold, which might indicate a rush towards Tech II.
I could ignore this opportunity to kill Drakk and just put more bodies on the field, but it is just too tempting! Also, with Water Elemental I will still have some power on the board, so I don’t think that is too bad.

As for my future plans, I’m leaning towards Balance with their unkidnappable Basilisks, but that also means I probably need Tech III to finish the game. Alternatively I could pre-tech MoLaC right now, but usually green will have to be more defensive once red gets Tech II so I don’t see MoLaC in my future. It will definitely be interesting to see what spec he goes for.

Stampede would be an interesting option, but there are too many tools in the red arsenal that will make the Wisps disappear very rapidly. Not sure if dinosize is the correct choice here, but it is the only other Arg spell that seems reasonable (SotP is terrible against kidnapping for obvious reasons).

Tentatitve plan for next turn: Worker (1) Tech II (4), Young Treant (2) & that leaves 2 gold (+scav+merfolk) for some unit/spell

[/details]


#7

I just noticed that I forgot to discard the Rampant Growth after I used it. Sorry about that! I have re-randomized my draw with the correct amount of cards.


#8

@Shax gentle reminder, that I’m still waiting for your turn 3.


#9

@Shax reminder bump.


#10

"P2T3


Tech StartingHand Workers

TECH
Lobber
Flame arrow


STARTING HAND
Bloodrage Ogre
Nautical Dog
Scorch
Charge
Lobber


WORKERS
Careless Musketeer
Bloodburn
Scorch


NextHand

Pillage
Maximum anarchy
Bombaster


Discard

Mad Man
Lobber
Charge
Lobber
Flame arrow


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Zummon Zane and max him, water elemental pushed to elite and damaged - ($3)
Summon lobber and trade with elemental - ($2)
Zane kills scav wisp, both get gold. - ($3)
Summon bloodrage ogre and nautical dog - ($0)

Float ($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]: Nautical Dog(1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane(4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

"


#11

P1T4


Tech StartingHand Workers

TECH
Potent Basilisk
Potent Basilisk


STARTING HAND
Young Treant
Forest’s Favor
Spore Shambler
Galina Glimmer
Tiger Cub (drawn from Young Treant)


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Tiger Cub


NextHand

Huntress
Rampant Growth
Dinosize
Huntress


Discard

Playful Panda
Spore Shambler
Forest’s Favor
Potent Basilisk
Potent Basilisk


Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Young Treant, I draw a card. - ($8)
Worker - ($7)
Use Merfolk Prospector ability. - ($8)
Use Argagarg’s Midband on Playful Panda.
Playful Panda trades with Bloodrage Ogre.
Galina Glimmer - ($7)
Tech II (Balance) - ($3)
Tower - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Galina Glimmer (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Argagarg Lvl.5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
Okay, Young Treant draw wasn’t so great… literally every other card would have had more potential to shake up his board.

One thing I forgot to mention when thinking about Potent Basilisk is that Wandering Mimic inherits untargetable and also has the potential of copying Haste of Zane or another unit.

Next turn I will hopefully bring out another hero (probably Calamandra) and a Huntress. I have no really expensive cards that I want to use in the near future, so with my hyper-economy a tower seems reasonable to make red’s onslaught a bit less effective.[/details]


#12

"P2T4


Tech StartingHand Workers

TECH
Desperation
Crashbarrow


STARTING HAND
Pillage
Bombaster
Maximum anarchy


WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage


NextHand

Makeshift Rambaster
Lobber
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maximum anarchy, everything dies - ($4)
Tech II blood - ($0)

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


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

[B]Buildings:[/B]

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

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

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

Well, managed to do it but it was too early to catch tech II units and too late to not have fallen way behind in economy. And my next hand is shit. And I don’t have Zane again for some time. Teched Crashbarrow because it’s the only thing that deals cleanly with potent basilisk(which lets be real, what player wouldn’t tech untargetable against red?). Wanted to go anarchy but it didn’t seem very effective against balance. Good chance I’ll tech lab for gunships if I get the chance.

"


#13

P1T5


Tech StartingHand Workers

TECH
Ferocity
Wandering Mimic


STARTING HAND
Rampant Growth
Dinosize
Huntress
Huntress
Spore Shambler


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Tiger Cub
Spore Shambler


NextHand

Galina Glimmer
Playful Panda
Potent Basilisk
Potent Basilisk
Forest’s Favor


Discard

Huntress
Dinosize
Rampant Growth
Ferocity
Wandering Mimic


Tech 2 card(s)
Draw a card from Technician (reshuffle after everything went to the Discard, but before teching)
Get Paid + Scavenger - ($9)
Worker - ($8)
Huntress - ($6)
Calamandra - ($4)
Calamandra 1->3 - ($2)

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Huntress (3/3+A) [Resist 1 from Calamandra]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calamandra Lvl.3 (3/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9

[details=Thoughts]Okay, he got quite a bit with the Maximum Anarchy, and while Crashbarrows are scary, I’m back up to 5 cards and he is down to 3.

While he has some scary lines of play, I think the low hand size should make them unlikely to work out and even if they do, he won’t be left with much of a board.

If I can afford to build Tech III next turn, that would be great, but it will depend very much on how good his turn is!
[/details]


#14

"P2T5


Tech StartingHand Workers

TECH
Crashbarrow
Pirate gunship


STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Lobber


WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Makeshift Rambaster


NextHand

Flame arrow
Desperation
Nautical Dog


Discard

Lobber
Crashbarrow
Pirate gunship


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech III - ($3)
Tech lab, anarchy - ($2)
Summon bloodrage ogre - ($0)

Float ($0)
Discard 1, 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]: Bloodrage Ogre(3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 3
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

This is like watching a train wreck in slow motion. I just dumped a ton of gold on infrastructure so I can threaten everything. Gunships? sure why not. Crashbarrows? Got them too!

"


#15

P1T6


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Potent Basilisk
Galina Glimmer
Potent Basilisk
Playful Panda
Forest’s Favor


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Tiger Cub
Spore Shambler
Playful Panda


NextHand

Huntress
Young Treant
Merfolk Prospector
Dinosize
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Huntress trades with Bloodrage Ogre, you draw a card.
Calamandra 3->5. - ($8)
Calamandra destroys your Tech Lab, your base takes 2 damage.
Potent Basilisk - ($4)
Argagarg (with Wisp) - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5+A) [Resist 1, but untargetable anyway]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1) [Resist 1 from Calamandra]
  • :pschip: [I]Technician[/I]: Argagarg Lvl.1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Lvl.5 (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

[details=Thoughts]Okay, this is an interesting one and I spent a lot of time thinking about this move and the solution (well, not really) I came up with initially, doesn’t work because I miscounted my money.

Basically, I have to decide whether I believe he has pre-teched Gunships or not. And the timing of this tech would coincide with the turn where Maximum Anarchy was played, so that is at least reasonable. So assuming the threat is real, I have to either kill his Tech III or his Tech Lab this turn.

Things I want to do: Worker (1), Potent Basilisk (4), maybe Forest’s Favor (2), max Calamandra (2), Argagarg (2), Tech III (5). Of course, I only have 11 gold and not 16…

So let us consider what he can do with 10 gold next turn:

  • Double Crashbarrow + Zane. Likely game winning for him no matter what I put out.

  • Max Zane + Crashbarrow would set up another Maximum Anarchy, meaning I would have to deal with BOTH Zane and Tech III/Tech Lab next turn.

  • There are some Drakk + Charge variations I’m worried about but I think they are less severe than the above cases.

As I can’t afford a Basilisk, kill his Tech Lab AND build Tech III, I think I have to skip Tech III this turn to not die. However, I will still tech 2x Tyrannosaurus because I think they will be the key to winning this game.

I’m purposefully not Forest’s Favoring Huntress because her surviving would probably make Kidnapping too devastating.

Okay, here goes nothing!
[/details]


#16

"P2T6


Tech StartingHand Workers

TECH
Pirate gunship
Desperation


STARTING HAND
Nautical Dog
Flame arrow
Desperation
Charge(tech draw)
(desperation draws)
Bombaster
Crashbarrow
Maximum anarchy


WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Makeshift Rambaster
Flame arrow


NextHand

Lobber
Mad Man


Discard

Lobber
Crashbarrow
Pirate gunship
Bloodrage Ogre
Charge
Crashbarrow
Nautical Dog
Maximum anarchy
Bombaster
Pirate gunship
Desperation


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Summon Draak - ($7)
Summon nautical dog - ($6)
Cast charge on doggo, gains haste. - ($4)
Cast desperation, draw 3 cards
Summon crashbarrow and kill potent basilisk. - ($1)
Nautical dog kills Arg, you draw.
Rebuild tech lab - ($0)

Float ($0)
Discard 0, draw 2


[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]: Draak lvl 3(1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 2
  • Deck: 0
  • Disc: 11
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Assuming he kills Draak and not my tech lab(via calamandra stealth) then there is a chance that I draw my gunship and just win. 2/11 chance so I’m not going to hold my breath. Next best case is redraw a crashbarrow(also 2/11). Real talk, he might just stealth kill the tech lab, leave draak alive and build a board which doesn’t really leave me with much. I do have Zane stuff next turn but he will probably guard against that. You only get one good zane turn before the get all mopey about it.

"


#17

P1T7


StartingHand Workers

STARTING HAND
Merfolk Prospector
Young Treant
Huntress
Rampant Growth
Dinosize
Galina Glimmer
Tyrannosaurus Rex


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Tiger Cub
Spore Shambler
Playful Panda


NextHand

Wandering Mimic
Potent Basilisk
Forest’s Favor
Ferocity


Discard

Potent Basilisk
Merfolk Prospector
Dinosize
Rampant Growth
Tyrannosaurus Rex


Tech 0 card(s)
Draw a card from Technician
Get Paid + float - ($12)
Young Treant, I draw a card. - ($10)
Discard 2 cards to Stealth Calamandra.
Calamandra destroys your Tech Lab, your base takes 2 damage.
Huntress - ($8)
Galina Glimmer - ($7)
Tech III - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Huntress (3/3+A) [Resist 1 from Calamandra]
  • :psfist: [I]Elite[/I]: Galina Glimmer (2+1/2) [Resist 1 from Calamandra]
  • :ps_: [I]Scavenger[/I]: Wisp (0/1) [Resist 1 from Calamandra]
  • :pschip: [I]Technician[/I]: Young Treant (0/2) [Resist 1 from Calamandra]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Lvl.5 (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

[details=Thoughts]Okay, this could be worse. Desperation certainly is an interesting way to dig for Crashbarrows, though.

I still have to kill the Tech Lab somehow this turn and the only way I see is to Stealth Calamandra. Sadly Rampant Growth is not enough to make the Wisp able to kill Drakk.

I’m playing Young Treant to get an additional blocker out against the Drakk shenanigans that are sure to follow, but as long as I keep my Tech buildings alive I think I should be fine - he can’t do much with only 2 cards in hand even when combined with Zane. Especially the 3 ATK units plus tower should make Zane sad. There’s a good chance he might still have a second Crashbarrow, I think?

Young Treant draw sadly is a Tyrannosaurus and nothing useful for this turn. (I would have liked to see another Basilisk or Ferocity)

And as always against red, cross your fingers they don’t pull out something crazy.

Looking at next Hand: No Tyrannosaurus :frowning: maybe playing Young Treant was incorrect here. But there’s still hope for the Technician bonus! Wandering Mimic should be a nice backup plan if not.
[/details]


#18

Don’t forget that Desperation trashes itself.


#19

don’t worry.


#20

"P2T7


StartingHand Workers

STARTING HAND
Mad Man
Lobber


WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Makeshift Rambaster
Flame arrow


NextHand

Lobber
Maximum anarchy


Tech 0 card(s)
Get Paid - ($11)
Zummon and max zane, shove huntress to lookout and damage her. - ($3)
Zane kills wisp, both get gold. - ($4)
Summon lobber and kill huntress - ($3)
Rebuild tech lab - ($2)
Summon madman - ($1)
Midband Draak-($0)
Madman kills Galina glimmer.

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


[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]: Draak lvl 4(2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane max (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 2
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Because of calamandra and the only empty spot being lookout, that was a stupidly expensive maneuver. I don’t have much else to spend gold on though and this way I can threaten MA again and spread his targets. Hopefully it’s impossible for him to kill my tech lab again AND zane. Realistically though, I’m just dead if he has tech III in hand. 2x wandering mimic with zane and mad man giving them haste would also wreck me.

I’m hoping draak/madman is enough of a roadblock to force calamandras ability again.

"