turn to come
glhf! I’ll set up my spreadsheet in anticipation!
P1T1
StartingHand Workers
STARTING HAND
Young Treant
Verdant Tree
Forest’s Favor
Playful Panda
Rich Earth
WORKERS
Rich Earth
NextHand
Ironbark Treant
Tiger Cub
Merfolk Prospector
Spore Shambler
Rampant Growth
Discard
Forest’s Favor
Verdant Tree
Young Treant
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Wisp 0/1
- Technician:
- Lookout:
In Play:
- Playful Panda 2/2
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
ugh I forgot to watch this topic. Turn incoming!
P2T1
StartingHand Workers
STARTING HAND
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Graveyard
Thieving Imp
WORKERS
Skeleton Javelineer
NextHand
Skeletal Archery
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Discard
Graveyard
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, you discard #1 of 5. - ($1)
Pestering Haunt
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Thieving Imp 2/2+a
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Pestering Haunt (unstoppable) 1*/1
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 1
- Workers: 6
Thoughts
Troublesome opening. I do have Deteriorate ready, though, so I think I deploy Haunt and Imp, then Deteriorate and Haunt to trade with Panda next turn if it stays behind backlines. Thing about zhavier’s Codex is that I’m safe from Calamandra in exchange for being vulnerable to tempo swings from Fencers. Argonauts seem like the order of business to double my effective tempo-holding abilities.
@zhavier’s turn!
Tech StartingHand Workers
TECH
Nimble Fencer
Spirit of the Panda
STARTING HAND
Ironbark Treant
Merfolk Prospector
Spore Shambler
Rampant Growth
Tiger Cub
WORKERS
Rich Earth
Spore Shambler
NextHand
Merfolk Prospector
Verdant Tree
Young Treant
Spirit of the Panda
Forest’s Favor
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Argagarg - ($3)
Tech 1 - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Wisp 0/1
- Elite:
- Scavenger: Playful Panda 2/2
- Technician: Wisp 0/1
- Lookout:
In Play:
- Argagarg 1/3
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 2
- Workers: 6
P2T2
Tech StartingHand Workers
TECH
Argonaut
Argonaut
STARTING HAND
Deteriorate
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
WORKERS
Skeleton Javelineer
Jandra, the Negator
NextHand
Skeletal Archery
Thieving Imp 2/2
Deteriorate
Summon Skeletons
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Summon Garth - ($4)
Cast Deteriorate on the Squad Leader; it dies
Imp trades with Panda
Haunt kills the other Wisp
Tech 1 - ($2)
Garth makes a skeleton - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Skeleton 1/1+a
- Elite:
- Scavenger:
- Technician: L1 Garth Torken 1/3
- Lookout:
In Play:
- Pestering Haunt (unstoppable) 1*/1
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
Fencers imminent, that’s the main play I see here. Either that or Spirit of the Panda. Gonna hulk up behind Argonauts, and I think Haunt + Deteriorate is how I kill the Panda. 2 gold for a hero, 2 gold for tech 1, leaves me 2 gold to spend on something else. I think I just skeleton up with Garth. Midgame I can transition into Drakk and Kidnapping if I see Panda. Or, alternate line: I think it’s better if I Deteriorate Squad Lead, Imp trades, Haunt kills, Garth puts a skeleton up in patrol, and Green doesn’t get to play buff spells. I like that much better. It’s a little weak to double Fencer or Fencer + Rampant Growth, but double Fencer is a less likely draw. And I can use Patrol Zone bonuses to mitigate it.
@zhavier’s turn!
P1T3
Tech StartingHand Workers
TECH
Star-Crossed Starlet
Leaping Lizard
STARTING HAND
Young Treant
Merfolk Prospector
Verdant Tree
Spirit of the Panda
Forest’s Favor
Nimble Fencer
Rampant Growth
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector
NextHand
Rampant Growth
Leaping Lizard
Ironbark Treant
Tiger Cub
Tech 2 card(s)
Get Paid + float + scav tech - ($9)
Young Treant - ($7)
Nimble Fencer - ($5)
fencer kills skeleton
Rampant Growth on Argagarg, kills Garth, to lvl 3 - ($3)
Verdant Tree - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Young Treant 0/2
- Lookout:
In Play:
- Argagarg 1/4, lvl 3
- Nimble Fencer 2/2
- Verdant Tree 3
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Taking a chance he wont have bloodlust or now yet, which seems reasonable
Bummer, you had one of the two things I was afraid of. The other being double Fencer.
P2T3
Tech StartingHand Workers
TECH
Tricycloid
Temporal Distortion
STARTING HAND
Summon Skeletons
Deteriorate
Thieving Imp 2/2
Skeletal Archery
Graveyard
WORKERS
Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
NextHand
Sacrifice the Weak
Poisonblade Rogue
Argonaut
Temporal Distortion
Argonaut
Tech 2 card(s)
Get Paid + float, technician draw - ($8)
Worker - ($7)
Summon Geiger - ($5)
Geiger casts Deteriorate on Nimble Fencer - ($4)
Pestering Haunt trades with Nimble Fencer
Build Tech 2 – Present - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite: L1 Max Geiger (sparkshot) 3/3
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
I can Deteriorate and Haunt to kill off the Fencer, which seems really important! That’ll leave just Arg plus the Treant, and the Treant can’t attack. That leaves me with 6 gold. I can Tech 2 and hero, seems good! Geiger is probably better to bring in here? I’ll prep Tricycle and TD, then. Tricycle can get past annoying blockers. Patrolling so that Geiger trades with Fencer.
@zhavier’s turn!
P1T4
Tech StartingHand Workers
TECH
Grounded Guide
Nimble Fencer
STARTING HAND
Ironbark Treant
Tiger Cub
Rampant Growth
Leaping Lizard
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector
Tiger Cub
NextHand
Spirit of the Panda
Star-Crossed Starlet
Playful Panda
Forest’s Favor
Discard
Nimble Fencer
Rampant Growth
Ironbark Treant
Leaping Lizard
Grounded Guide
Nimble Fencer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tap, insta build Tech 2 Finesse - ($2)
Rampant Growth, arg kills Geiger, max, get water elemental - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Young Treant 0/2+A
- Elite:
- Scavenger:
- Technician: Water Elemental 3/3
- Lookout:
In Play:
- Verdant Tree 3
- Argagarg 1/5, lvl 3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 8
Thoughts
This is a bad spot. I could kill Geiger, get a water elemental and hope for the best, or build my tech 2 and get a leaping lizard instead of elemental, but leave geiger up
P2T4
Tech StartingHand Workers
TECH
Kidnapping
Tricycloid
STARTING HAND
Argonaut
Poisonblade Rogue
Argonaut
Sacrifice the Weak
Temporal Distortion
WORKERS
Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
NextHand
Summon Skeletons
Graveyard
Tricycloid
Pestering Haunt (unstoppable) 1*/1
Thieving Imp 2/2
Discard
Kidnapping
Tricycloid
Argonaut
Temporal Distortion
Argonaut
Poisonblade Rogue
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($8)
Summon Garth - ($6)
Maxband Garth, pulling a Tricycloid - ($0)
Tricycloid removes all runes to kill Elemental
Float ($0)
Discard 5, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Tricycloid 3/3
- Technician:
- Lookout:
In Play:
- L7 MAX Garth Torken 3/4
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 8
Thoughts
Really should have just patrolled in scavenger so I could max Garth this turn. My options are double Argo, tech lab/float; max Garth and skip worker to draw and kill Treant with Hyperion (or Ele with Tricycle); one Argo, Garth, Drakk. Max Garth into worker skip yields the most tempo and I think it’s worth. My next turn will not be strong, so I need to put up significant pressure here.
@zhavier’s turn!
P1T5
Tech StartingHand Workers
TECH
Stampede
Two Step
STARTING HAND
Forest’s Favor
Playful Panda
Spirit of the Panda
Star-Crossed Starlet
Nimble Fencer
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector
Tiger Cub
Playful Panda
NextHand
Rampant Growth
Grounded Guide
Nimble Fencer
Discard
Forest’s Favor
Stampede
Two Step
Tech 2 card(s)
Get Paid - ($8)
Nimble Fencer - ($6)
Star-Crossed Starlet - ($4)
Spirit of the Panda on Star Crossed - ($0)
Argagarg buffs Nimble
Nimble kills Tric
Star Crossed Breaks Tech 2, panda gives Gold - ($1)
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Young Treant 0/2
- Lookout:
In Play:
- Verdant Tree 3
- Argagarg 1/5, lvl 5
- Nimble Fencer 2/1
- Star-Crossed Starlet 5/4, Spirit of the Panda
- Spirit of the Panda
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 3
Gold:
- Gold: 0
- Workers: 9
Thoughts
This is still bad, but hey, gotta go for it
P2T5
Tech StartingHand Workers
TECH
Kidnapping
Immortal
STARTING HAND
Summon Skeletons
Graveyard
Thieving Imp 2/2
Tricycloid
Pestering Haunt (unstoppable) 1*/1
Deteriorate
WORKERS
Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
Pestering Haunt (unstoppable) 1*/1
NextHand
Summon Skeletons
Tricycloid
Tricycloid 3/3
Temporal Distortion
Tech 2 card(s)
Get Paid, scavenger - ($9)
Worker - ($8)
Garth makes a skeleton and eats it to draw - ($7)
Garth Deteriorates the Nimble Fencer; it dies
Garth casts Summon Skeletons - ($4)
Summon Thieving Imp, you discard #2 of 3 - ($1)
Rebuild Tech 2
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Skeleton 1/1+a
- Elite: Thieving Imp 3/2
- Scavenger:
- Technician: Skeleton 1/1
- Lookout:
In Play:
- L7 MAX Garth Torken 3/4
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 4
- Deck: 10
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
Wow that went horribly. Worker, Skeleton and eat to draw Deteriorate, Summon Skeletons leaves me with 3 gold. I guess that’s Thieving Imp? Gotta turtle up here and rebuild. Can’t even break Tree. This all went sideways fast, and my next draw is so uneven. Kidnapping might help me steal away that Starlet, though.
@zhavier’s turn!
P1T6
Tech StartingHand Workers
TECH
Blademaster
Maestro
STARTING HAND
Rampant Growth
Nimble Fencer
Grounded Guide
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector
Tiger Cub
Playful Panda
Rampant Growth
NextHand
Leaping Lizard
Ironbark Treant
Discard
Forest’s Favor
Stampede
Two Step
Nimble Fencer
Grounded Guide
Blademaster
Maestro
Tech 2 card(s)
Get Paid, starlet damage then 2 healing - ($9)
Worker - ($8)
Nimble Fencer - ($6)
Fencer kills SQL
Starlet kills Imp - ($7)
Arg kills tech
Midori - ($5)
Tech 3 - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: Young Treant 0/2+A
- Elite:
- Scavenger:
- Technician: Midori 2/3
- Lookout:
In Play:
- Verdant Tree 3
- Argagarg 1/4, lvl 5
- Star-Crossed Starlet 8/1, Spirit of the Panda
- Spirit of the Panda
- Nimble Fencer 2/2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 0
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
I just looked at my spreadsheet and realized I have one too many Tricycloids in the deck because I forgot to clear the Tricycloid I teched and then fetched with Garth on Turn 4 out of the discard pile. I’m not sure what to do now.
@CarpeGuitarrem Can you DM me w/ a link to the spreadsheet or screenshot? I’m not sure either but I feel like seeing the card pile current states will help inform
well, he reshuffled and drew 4, so take one out and redraw?
DM sent away
Yea no Zhav is right, I didn’t notice you’d just fresh reshuffled. Toss the extra out, put your hand in your draw pile, then draw a fresh four and continue. Having had it in the past turn isn’t a huge enough deal and is caught late enough that I think it’s fine to write off and play through
Well, the only other effect it had was to delay his reshuffle by 1, so, he might have reshuffled a turn sooner?