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CAWS 2016: FrozenStorm ([Blood]/Strength/Growth) vs. Castanietzsche ([Bashing]/Balance/Growth)


#1

GL HF @Castanietzsche! I’m afraid for beefy Iron Men :_(

Player 1, Turn 1

P1 [Blood]/Growth/Strength vs P2 [Bashing]/Balance/Growth

[details=Starting Hand]
Charge
Pillage
Bloodburn
Careless Musketeer
Scorch
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Careless Musketeer (2)
  • Worker (1)

[details=Workers]
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Float 1g, Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Careless Musketeer (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Nautical Dog
Bombaster
Bloodrage Ogre
Mad Man
Makeshift Rambaster
[/details]

[details=End of Turn Discard]
Scorch
Pillage
Charge
[/details]

[details=My Thoughts][spoiler]
I have the worst luck with Red Starter! At least he has to trade even with Wither if he wants to do anything about Musketeer, but not what I want to be laying P1T1…

I have to be careful not to do upgrades too much against Balance, same with ongoing spells and over-reliance on unit attacking. I may do Blood again against his deck, though we’ll see.
[/spoiler][/details]


#2
for FrozenStorm to read

Man, I feel for you - by pure coincidence that is the EXACT same starting hand I had a couple of days ago in a casual game against EricF. You couldn’t construct a worse one for the red starter. Eric was playing with Vandy and pals, and with no good options in my starting hand (I played the Musketeer, while hating it, same as you), against his aggresion I had essentially lost the game by his T2!

I did think afterwards that I would have been better off opening with a hero and discarding 4 cards. Did you consider that here? Both Arg and Rook are good heroes to have early (as can Drakk be), as I’m sure you know :slight_smile:


#3

[details=In response to Robinz]
Considered Rook for sure, especially since I’m likely to go birds to start, but I’d like the deck a little thinner as best I can get it and decided to value that over having a slightly better attacker (which with the neutral starter, is not a likely attacker to kill something he Squad Leads with like Tenderfoot or Older Brother anyway). Against Black, I probably would have gone Rook b/c Deteriorate trades too well, but this way he’d have to go hero + wither to kill Musketeer and I’m okay with that coin flip.
[/details]


#4

Hi @FrozenStorm, glad to play with you again :smile_cat:
GL and hf mate !

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Bloom
Fruit Ninja
Spark
Older Brother
Helpful Turtle


WORKERS
Fruit Ninja


NextHand

Granfalloon Flagbearer
Brick Thief
Tenderfoot
Timely Messenger
Wither


Discard

Spark
Helpful Turtle
Bloom


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
Midori - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: lvl 1 Midori (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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

Red Starter (although without Zane) has access to a lot of quick hasty damages, so I can’t just play Midori + Bloom at SQ. I need to be very aggressive to prevent him to set up an easy MoLC with birds + hasty units. Birds can patrol, so that’s very bad for Midori… I really need to get control of the board quickly, despite teching non-agressive spells (Nature Reclaims, Moment’s Peace) to protect me a bit from quick MoLC. I hesitated with Arg + Spirit of the Panda on any unit, but Midori’s midband is a solid overall choice IMO. I plan to tech a Basilisk (unattackable by Birds means cool) next turn and a Nature Reclaim (maybe ?) or a second Basilisk. I certainly won’t be able to get value from early Owls + Circle of Life there… My strategy will be to go heavy on spells to build my Tech II after him. If he goes Growth, I’ll take Balance. If he goes Blood, I may go Growth with Artisan Mantis or Bashing to rush to Tech III. I’m not that scared about Tech II Strength, Tiny Basilisks are ok against Doubling Barbarbarians, even hasted. But maybe would go Balance in this case, IDK. IMO, If I prevent him to get a full units+nest tech tree, I can win the game. The more spells he plays, the less technician patrol bonus he’d get, the more I’d be happy. Assuming he doesn’t annihilate my board every turn lol !


#5

Player 1, Turn 2

P1 [Blood]/Growth/Strength vs P2 [Bashing]/Balance/Growth

[details=Starting Hand]
Nautical Dog
Bombaster
Bloodrage Ogre
Mad Man
Makeshift Rambaster
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1float)
  • Tech 2 Cards in

[details=All Teched Cards]
Crash Bomber, Bird’s Nest
[/details]


###Main:

  • Bloodrage Ogre (4)
  • Nautical Dog (3)
  • Worker (2)
  • Tech 1 (0)

[details=Workers]
Bombaster, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

####In Play:

  • Careless Musketeer (2/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Makeshift Rambaster
Scorch
Charge
Mad Man
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well I keep Musketeer but can’t do a ton with him right now… Teching Birds and Bomber, next turn we’ll either go birds + rook if we draw it or maybe mid Drakk to wreak havoc. I’m kind of leaning towards hero’s hall as well, though we’ll see what he does.
[/details]


#6

"P2T2


Tech StartingHand Workers

TECH
Nature Reclaims
Tiny Basilisk


STARTING HAND
Brick Thief
Granfalloon Flagbearer
Tenderfoot
Timely Messenger
Wither


WORKERS
Fruit Ninja
Timely Messenger


NextHand

Bloom
Spark
Granfalloon Flagbearer
Helpful Turtle

Tiny Basilisk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tenderfoot - ($4)
Midori midbands - ($0)
Midori kills Bloodrange Ogre
no Tech I

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (2/3+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Older Brother (3/3+1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 5 Midori (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

Mmmm tought choice there, but I prefer to delay my Tech I. I took a Nature Reclaims for Birds (Bloodburn ? Anyway I don’t expect Mythmaking, I’ve access to Deathtouch) and a Tiny Basilisk (ok I drew it instantly but it would have been very nice to have it T4, worth the try IMO). As I plan to delay my Tech II I really need to make Midori survive (there I think he’s protected ? always scared about Drakk…).

"


#7

Apologies on the delay, I’m in a bad spot for one and I had a busy weekend!

Player 1, Turn 3

P1 [Blood]/Growth/Strength vs P2 [Bashing]/Balance/Growth

[details=Starting Hand]
Makeshift Rambaster
Scorch
Charge
Mad Man
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 Cards in

[details=All Teched Cards]
Earthquake, Entangling Vines
Crash Bomber, Bird’s Nest
[/details]


###Main:

  • Worker (5)

[details=Workers]
Scorch, Bombaster, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Careless Musketeer (2+1/1)
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 5
  • Workers: 7

[details=End of Turn Hand]
Crash Bomber
Bird’s Nest
Pillage
Mad Man
Charge
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Wow ugh… I can’t buy a bucket!

I’m kinda wishing I teched Bloodlust or Kidnapping right now, though it wouldn’t have mattered seeing as I whiffed both my tech draws! Had I drawn either, they wouldn’t be bad choices here, way better than what I did draw anyway…

If he drew Bloom, I’m likely losing the tech 1. If I summon a hero, Spark or Wither gets free levels on Midori. Tower he can spend three to kill and end up with Maxbandori, and my deck is not great with anti-hero countermeasures… I’m tempted to float all my gold and plan to Max Rook + Birds, and tech double earthquake? It’s not the worst idea tbh… What the hell, my draws have been so awful and I don’t really see a way out of this mess, I guess I might as well go for it! He doesn’t have a tech 1 so no Iron men immediately coming…
[/spoiler][/details]


#9

Ouch, you misdrawed ? :open_mouth: empty turns is hard !

"P2T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Iron Man


STARTING HAND

Tiny Basilisk
Spark
Helpful Turtle
Bloom
Granfalloon Flagbearer


WORKERS
Fruit Ninja
Timely Messenger
Granfalloon Flagbearer


NextHand

Brick Thief
Wither
Bloom
Nature Reclaims
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 1 - ($5)
Midori maxbands - ($2)
Sparks Musketeer - ($1)
Midori kills Nautical Dog, you get 1 gold
Tenderfoot and Older Brother destroy your Tech 1, 2 damages to your base

Float ($1)
Discard 3, draw 3, 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]
  • lvl 8 Midori (4/5)
  • Tenderfoot (2/3)
  • Older Brother (3/3)
    [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: 1
  • Workers : 8

#10

Yeah, whiffs don’t feel so good lol :wink: Turn 1 not getting Dog or Brogre was hard as well

Player 1, Turn 4

P1 [Blood]/Growth/Strength vs P2 [Bashing]/Balance/Growth

[details=Starting Hand]
Crash Bomber
Bird’s Nest
Pillage
Mad Man
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+5 float+1scav)
  • Tech 2 Cards in

[details=All Teched Cards]
Dinosize, Spirit of the Panda
Earthquake, Entangling Vines
Crash Bomber, Bird’s Nest
[/details]


###Main:

  • Rebuild tech 1
  • Rook + Madband (4)
  • Bird’s Nest (2)
  • Worker (1)

[details=Workers]
Pillage, Scorch, Bombaster, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Big Bird (1/1+1armor)
  • :psfist: Elite: Careless
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Rook (4/6 resist 1 lvl 8 two lives)

####In Play:

  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Makeshift Rambaster
Bloodrage Ogre
Earthquake
Entangling Vines
Careless Musketeer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Okay experiment underway, let’s see what we get done here! Goal is to Earthquake + Entangle an Iron man, or build a hero’s hall. Hope is that he goes to tech 2!
[/details]


#11

"P2T4


Tech StartingHand Workers

TECH
Potent Basilisk
Fairie Dragon


STARTING HAND
Nature Reclaims
Wither
Brick Thief
Bloom
Tiny Basilisk


WORKERS
Fruit Ninja
Timely Messenger
Granfalloon Flagbearer
Brick Thief


NextHand

Helpful Turtle
Spark
Iron Man

Tiny Basilisk


Discard

Bloom
Wither
Potent Basilisk
Fairie Dragon


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Nature Reclaims on Bird’s Nest - ($6)
Midori kills Big Bird
Tiny Basilisk - ($4)
Tech II Balance - ($0)

Float ($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]: Tenderfoot (2/3)
  • :pschip: [I]Technician[/I]: Older Brother (3/3)
  • :target: [I]Lookout[/I]: Tiny Basilisk (1/2)
    [B]In Play:[/B]
  • lvl 8 Midori (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

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

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

#12

Lol this is epic amounts of bad…

Player 1, Turn 5

P1 [Blood]/Growth/Strength vs P2 [Bashing]/Balance/Growth

[details=Starting Hand]
Makeshift Rambaster
Bloodrage Ogre
Earthquake
Entangling Vines
Careless Musketeer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1 float)
  • Tech 2 Cards in

[details=All Teched Cards]
Shoddy Glider x2
Dinosize, Spirit of the Panda
Earthquake, Entangling Vines
Crash Bomber, Bird’s Nest
[/details]


###Main:

  • Tweetie Bird hits your tech 2 to 4hp
  • Earthquake, your tech 2 is destroyed, tech 1 to 4hp, base to 17hp after tech kill (4)
  • Rook kills Older Brother, takes 3 damage, you reshuffle and draw 1
  • Tower (1)
  • Worker (0)

[details=Workers]
Pillage, Scorch, Bombaster, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech 1 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Tweetie Bird (1/1)
  • Rook (4/3 from 3 damage, lvl 8 two lives)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Dinosize
Crash Bomber
Charge
Mad Man
Spirit of the Panda
[/details]

[details=End of Turn Discard]
Shoddy Glider
Shoddy Glider
Earthquake
Entangling Vines
Bloodrage Ogre
Makeshift Rambaster
[/details]

[details=My Thoughts]
I’ve lost already I’m fairly certain. Not sure what I should have done differently given the draws I had, but clearly this was the wrong things. Kidnapping would have been a smart choice as a gamble on Basilisks. Doesn’t matter now though. I’ll try to stall and maybe find a way to surprise him with Blood base damage, but I very much doubt I can pull that off :frowning: Tower is in hopes he kills Rook with Midori + Tiny B, which means I can Spirit of the Panda the Bird for a Midori kill and still build tech 2.
[/details]


#13

Note that there is a weird ruling on earthquake that says it does not deal 1 damage to the Base if it destroys a Tech building because somehow the 2 base damage happens at the same time as the tech building destruction, so Castanietzsche’s Base is at 18.


#14

Seems odd that I’ve never had this situation before, but makes sense I guess. Not like I need any advantages or anything here :wink:


#15

"P2T5


Tech StartingHand Workers

TECH
Wandering Mimic
Potent Basilisk


STARTING HAND
Iron Man
Helpful Turtle

Tiny Basilisk
Spark
Wither


WORKERS
Fruit Ninja
Timely Messenger
Granfalloon Flagbearer
Brick Thief
Spark


NextHand

Fairie Dragon
Older Brother (3/3)
Potent Basilisk
Bloom


Discard

Tiny Basilisk (1/2)

Tiny Basilisk
Wither
Wandering Mimic
Potent Basilisk


Tech 2 card(s)
Get Paid + Techn - ($9)
Worker - ($8)
Rebuild Tech II
Helpful Turtle - ($6)
Midori attacks Rook
Tiny Basilisk trades with Rook
Tenderfoot deals 2 damages to your Tower
Iron Man - ($3)
Tower - ($0)

Float ($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]: Iron Man (4/5+1)
  • :pschip: [I]Technician[/I]: Helpful Turtle (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 8 Midori (4/3)
  • Tenderfoot (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :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: 10

#16

[details=ToReadAfterGame][spoiler]
I have two questions about your plays here.

First, one Turn 2, why did you not have Careless Musketeer tap to deal 1 to each base?

Second, on Turn 5, your big threat seemed to be the Basilisk coming after Rook. So why did you spend 3 on a tower when you could have spent that 3 casting Entangling Vines on the Basilisk? You would have gone down on cards, but it seems like having Rook around is more important?
[/spoiler][/details]


#17

Check his thoughts, he mentions the subjects of both of your questions.


#18

Pretty much since your turn 2 this game has been spiraling out of control for me, that was a brilliant play I didn’t see coming. I’m giving this a last-chance effort but I don’t expect things to go terribly well…

Player 1, Turn 6

P1 [Blood]/Growth/Strength vs P2 [Bashing]/Balance/Growth

[details=Starting Hand]
Dinosize
Crash Bomber
Charge
Mad Man
Spirit of the Panda
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 Cards in

[details=All Teched Cards]
Crashbarrow x2
Shoddy Glider x2
Dinosize, Spirit of the Panda
Earthquake, Entangling Vines
Crash Bomber, Bird’s Nest
[/details]


###Main:

  • Arg (7)
  • Spirit of the Panda to my Bird (3)
  • Tweetie Bird kills Midori, takes 1 from tower, Arg to lvl 3, I get a gold (4)
  • Tech 2 Blood (0)
  • Skip Worker

[details=Workers]
Careless Musketeer, Pillage, Scorch, Bombaster, Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech 1 HP: 5
  • Tech 2 HP: 5
  • Tower HP: 2

####In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Arg (1/4 lvl 3)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Tweetie Bird (3/2 from 1 damage, spirit of the panda healing 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Nautical Dog
Entangling Vines
Earthquake
Charge
Shoddy Glider
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well I do get the trickshot kill on Midori, but a Potent Basilisk basically ruins the day for me here, as does a mimic to a lesser extent… Let’s hope Arg survives so I can get the elemental and keep Dinosize threat. With Arg + Mid Drakk up I could kill his tech 2 again, though that’d be awfully lucky for that to happen without him laying a Flier OR Potent B…
[/details]


#19

Yeah I was very lucky on this game ! :open_mouth:
Tiny Basilisk and Nature Reclaims teched while you had Bird’s Nest, and especially Older Brother and TFoot coming at different turns ! ^^ What is more T1 Older Brother is even better against Red because I didn’t have to float any gold !
My T2 was very risky, and I’d say it was a bad play because Bloodlust could have spotted Midori very easily :open_mouth:
WP for killing Midori, I didn’t see it coming ahah ^
^ I felt so secure because no Chaos Mirror/Rampant Growth in your team :stuck_out_tongue:
But yay my topdeck of Potent Basilisk hits hard this turn too :confused:

"P2T6


Tech StartingHand Workers

TECH
T-Rex
T-Rex


STARTING HAND
Fairie Dragon
Older Brother (3/3)
Bloom
Potent Basilisk


WORKERS
Fruit Ninja
Timely Messenger
Granfalloon Flagbearer
Brick Thief
Spark
Bloom


NextHand

T-Rex
T-Rex
Potent Basilisk
Wandering Mimic


Tech 2 card(s)
Get Paid, Tenderfoot heals - ($10)
Worker - ($9)
Potent Basilisk, Spirit of the Panda is discarded, tweetie dies - ($5)
Tech III - ($0)
Iron Man kills Wisp !

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tfoot (1/2+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Potent Basilisk (3/5)
  • :pschip: [I]Technician[/I]: Helpful Turtle (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Iron Man (3/3)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

#20

Good / bad draws aside, it’s been a great game of execution on your part.

I take issue with your motley crew killing my tech 2 though, as I have a patrol zone this time! I know I’ve left it empty here and there but this time I managed to put things in it :wink:


#21

Oops sry, I’ll simply kill the wisp with Iron Man and patrol Tfoot and Turtle in SQ and Techn !
I edit my post :slight_smile: