P1T14
StartingHand Workers
STARTING HAND
Rampant Growth
Crash Bomber
Tiger Cub
Circle of Life
Ironbark Treant
Whitestar Grappler
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Spore Shambler
Playful Panda
Forest’s Favor
NextHand
Bloodlust
Kidnapping
Rampant Growth
Colossus
Moment’s Peace
Tech 0 card(s)
Get Paid + scavenger - ($11)
Technician draw
Drakk - ($9)
Midband Drakk - ($6)
Midori kills River, you draw, Two Step finishes, Tricycloid and Nimble Fencer die, Drakk hits level 6 (maxband)
Crash Bomber, Drakk gives it haste - ($5)
Rampant Growth on Crash Bomber - ($3)
Whitestar Grappler - ($0)
Crash Bomber destroys your Tech II, your base goes to 8
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Whitestar Grappler 3/5+1A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Drakk L6 3/4 (1 to your base on death)
In Play:
- Midori L8 4/5 (flying on my turn)
- Crash Bomber 2/2 (haste, 1 to your base on death)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Strength)
-
Tech III HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
OK, I definitely want a maxband Drakk here, which is 5 gold after killing River. That leaves me with 6 gold to make magic happen. I need 4 damage, then 10. Too bad I didn’t draw Kidnapping, I could have taken shot the base with Tricycloid before running it into River, and ended up with 1 base health left and Drakk troll blocking.
Unit damage: best I can do is Tiger Cub, which is 2 gold for 4 damage. Grappler is the same damage for 3 gold, no good.
Spell damage: Rampant Growth is the only option, 2 gold for 2 more damage.
Blocker damage: Crash Bomber and Drakk can deal 2 more if killed.
That’s 8 damage after Midori kills River and clears everything except Geiger. Not enough. I’m better off just hasting and Growthing the Bomber to flatten the Tech II again, and blocking with the Grappler.
Yo 14 turns is about as long as I’ve seen a game remain competitive, this is lit af
4 Likes
P2T14
StartingHand Workers
STARTING HAND
Fading Argonaut (2/3, Fading 3)
Nimble Fencer (2/2, Haste)
Origin Story
Research & Development
Neo Plexus (3/2)
Hyperion (4/1, Haste)
Argonaut
Tricycloid (6/2, 1 rune, Dancing)
Nullcraft (1/1, Flying)
Two Step
WORKERS
Time Spiral
Plasmodium
Tinkerer
Temporal Research
Forgotten Fighter
Discord
Nullcraft (1/1, Flying)
NextHand
Now!
Research & Development
Temporal Distortion
Nimble Fencer (4/1, Dancing)
Tricycloid (5/5, 2 runes)
Discard
Research & Development
Hyperion (4/1, Haste)
Two Step
Origin Story
Tricycloid (6/2, 1 rune, Dancing)
Tech 0 card(s)
Get Paid + float - ($12)
Rebuild Tech 2
R & D, reshuffle and Draw 5 - ($10)
Argonaut - ($7)
Fencer - ($5)
Fargo - ($3)
Neo - ($1)
worker - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader: Argonaut (3/4 + A)
-
Elite: Fading Argonaut (3/3, Fading 3)
-
Scavenger: Nimble Fencer (2/3, Haste)
-
Technician: Geiger (3/3, lvl 5)
-
Lookout: Neo Plexus (2/2)
In Play:
*
Buildings:
-
Base HP: 8
-
Tech I HP: 2
-
Tech II HP: 5 (Present)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Unfortunely I didnt get the cards I needed to clear his board with that R&D, so this is likely very over now.
Indeed, I had my base finisher in hand so Drakk not being killed is all I needed. GG, what a game! @zhavier
P1T15
StartingHand Workers
STARTING HAND
Moment’s Peace
Kidnapping
Bloodlust
Colossus
Rampant Growth
WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Spore Shambler
Playful Panda
Forest’s Favor
NextHand
Doubling Barbarbarian
Wandering Mimic
Oathkeeper of Kor Mountain
Ironbark Treant
Discard
Bloodlust
Rampant Growth
Crash Bomber
Moment’s Peace
Kidnapping
Tech 0 card(s)
Get Paid - ($10)
Colossus, Drakk gives it haste - ($4)
Bloodlust on Midori and Colossus - ($2)
Rampant Growth on Midori - ($0)
Colossus (8) and Midori (7) hit your base for 15, down to -7
3 Likes
hmm, my codex shows promise at least, need to work on not taking so long to get out the door, past is showing promise as well for inclusion over future, need to figure out those few kinks though.
2 Likes
You got moving quickly enough to put me on the back foot at first, it wasn’t until that amazing Kidnapping that I had the breathing room to get the Drakk + Strength synergy into high gear. I was considering a Balance pick against Present, but I’m not sure how that would have turned out, Shimmer Rays could be enough to block Mimics pretty efficiently.
2 Likes
true but for so much of that game, I was so close to much more powerful turns, maybe its just that both of our decks can apply a lot of presure with no board, but with even a little board rapidly multiply that power… Will see, but I had similar feelings in my first game. Not having Glaxx to pair with the Two step is hurting a lot though, having the unit survive after two step dies does make it a lot better
Yeah, I had a lot of turns like that too. Best of luck in the rest of the tournament!
1 Like