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[CAWS19] Round2 charnel_mouse [Balance]/Blood/Strength vs zhavier [Balance]/Growth/Finesse

@zhavier May the best dragon win.

P1T1


Starting hand: 5

Tiger Cub
Young Treant
Spore Shambler
Verdant Tree
Rich Earth

Thoughts

I’m expecting to get beaten pretty hard, and this opening hand isn’t helping.

  • Play the Spore Shambler, so I can rune any unit I put down next turn. Probably a Wisp, then I can put it in Elite for 2 attack, which deals with most starter units, or in Squad Leader to survive against a hero. I 'd have a gold leftover to give it the other rune, or I could save it for a Tiny Basilisk or something.
  • Play Tiger Cub and float 1 gold, then I can afford Merfolk Prospector and a hero next turn.

The latter is a little more aggressive, I’ll go for that.

Workering Rich Earth, it’ll just get reclaimed.

No idea what to expect for zhavier’s Tech II, Finesse and Growth are strong but Balance is also good with Fencers and Owls around. Maybe this is a good matchup to go for Kidnapping early. I definitely need to keep him off Tech III, though, I can’t deal with Blademasters easily.


Get paid - ($4)
Worker - ($3)
Tiger Cub - ($1)
Discard 3, draw 5


Tiger Cub 2/2

:heart: Base HP: 20


Hand: 5

Merfolk Prospector
Playful Panda
Ironbark Treant
Rampant Growth
Forest’s Favor

Deck: 0
Discard: 3

Young Treant
Spore Shambler
Verdant Tree

Card count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 1
Workers: 5

4 x start
T1: Rich Earth

sorry for the delay.

P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Tiger Cub
Rampant Growth
Verdant Tree
Playful Panda


WORKERS
Rich Earth


NextHand

Ironbark Treant
Forest’s Favor
Spore Shambler
Merfolk Prospector
Young Treant


Discard

Tiger Cub
Verdant Tree
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Argagarg - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Wips 0/1
  • Panda 2/2
  • Argagarg 1/3, lvl 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6|
    |Generate||

No worries!

P1T2


Starting hand: 5

Merfolk Prospector
Playful Panda
Ironbark Treant
Rampant Growth
Forest’s Favor

Thoughts

Hmm, playing for Galina Glimmer, maybe? Or just delaying while he sets up for Fencer + Spirit of the Panda. Oh, or for Water Elemental + Spirit of the Panda: he can afford to maxband Argagarg this turn, since he’s not got the multicolour penalty. I was planning to go for Birds first, but if I’m worried about SotP then maybe I should go for a Kidnapping first? No, because my teched cards come in first, so I can wait on that. Maybe Bird’s Nest is fine, then, and… Tiny Basilisk in case of Water Elemental, and to get past all those Wisps? It’s that or Crash Bomber. I’ll go for Tiny Basilisk, if nothing else he can deal with a Water Elemental if it threatens the Birds.

Holding on to Playful Panda over Ironbark Treant: arriving exhausted is annoying, but I might need all the chump blockers against Fencers I can get.

Teched cards: 2

T2: Bird’s Nest, Tiny Basilisk


Get paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Merfolk Prospector - ($2)
Garus Rook - ($0)
Discard 3, reshuffle, draw 5


:psblueshield: Squad Leader: Tiger Cub 2/2+1A
:ps_: Scavenger: Rook L1 2/4

Merfolk Prospector 1/1

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


Hand: 5

Young Treant
Spore Shambler
Verdant Tree
Tiny Basilisk
Playful Panda

Deck: 3

Bird’s Nest
Rampant Growth
Forest’s Favor

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Rich Earth
T2: Ironbark Treant

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Spirit of the Panda


STARTING HAND
Forest’s Favor
Ironbark Treant
Spore Shambler
Young Treant
Merfolk Prospector
Verdant Tree


WORKERS
Rich Earth
Verdant Tree


NextHand

Forest’s Favor
Tiger Cub
Tiny Basilisk
Rampant Growth
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($6)
Young Treant - ($4)
Worker - ($3)
Forest’s Favor Panda - ($1)
Tech 1 - ($0)
Panda kills Tiger

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Panda 3/1, +1
  • Argagarg 1/3, lvl 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P1T3


Starting hand: 5

Young Treant
Spore Shambler
Verdant Tree
Tiny Basilisk
Playful Panda

Thoughts

Worrying board if I have to deal with a Stampede, otherwise I’m free to set up while the Panda is the only unit with high attack, and would just run into Rook. I think I draw with the Young Treant for a shot at Bird’s Nest, if not I can go for Playful Panda. Teching in Crash Bomber and Kidnapping: the former can cheaply trade with Fencers in Elite, the latter can make use of Spirit of the Panda or neuter Two Step.

Teched cards: 2

T2: Bird’s Nest, Tiny Basilisk
T3: Crash Bomber, Kidnapping


Get paid - ($6)
Tiny Basilisk - ($4)

Young Treant, I draw - ($2)

Forest’s Favor

Worker- ($1)
Merfolk Prospect exhausts, I get a gold - ($2)
Playful Panda, Wisp arrives - ($0)
Discard 2, draw 2 reshuffle, draw 2


:psblueshield: Squad Leader: Tiny Basilisk 1/2+1A (deathtouch, can’t be attacked or blocked by Tech 0 units)
:psfist: Elite: Wisp 1+0/1
:exhaust: Technician: Young Treant 0/2

Rook L1 2/4
Playful Panda 2/2
Merfolk Prospector 1/1

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


Hand: 4

Bird’s Nest
Rampant Growth
Crash Bomber
Spore Shambler

Deck: 3

Tiger Cub
Kidnapping
Verdant Tree

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 4 teched = 14
4 on board
4 in hand
3 in deck
0 in discard
3 in workers
Total: 14


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favor

P2T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Nimble Fencer


STARTING HAND
Rampant Growth
Spirit of the Panda
Tiger Cub
Tiny Basilisk
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree
Tiger Cub


NextHand

Spore Shambler
Merfolk Prospector
Ironbark Treant
Rampant Growth


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Spirit of the Panda on wisp - ($2)
Wisp kills Young Treant - ($3)
Tiny Basilisk - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Tiny Basilisk 1/2
  • :target: Lookout:

In Play:

  • Panda 3/1, +1
  • Argagarg 1/3, lvl 1
  • Wisp 2/3, Spirit of the Panda
  • Spirit of the Panda

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

P1T4


Starting hand: 4

Bird’s Nest
Rampant Growth
Crash Bomber
Spore Shambler

Technician draw: 1

Kidnapping

Thoughts

Hmm, I’m regretting that Crash Bomber tech, should have gone for a Thunderclap. Drawing the Kidnapping here is interesting, maybe I want to trade Rook with the Tiny Basilisk, and Kidnap the Wisp to trade with the Panda. Can I do that and deal with Argagarg after he midbands? My Panda and Prospector can deal with the Young Treant. I can midband Drakk after killing Argagarg, then my Wisp kills his Wisp, and I then do the Kidnapping trade, and worker with the gained gold. It means I’m delaying the Birds, but that’s fine. Also means I only have Drakk on defence, but that’s nothing new. I’m more annoyed about missing the Crash Bomber. Feeling pretty good about the board I’ll have, though.

Still no idea which spec I want to go for. Maybe go for a Dragon and a Mimic to deal with Fencers when they do show up. Not Basilisks, they go down quickly to virtusos. The alternative would be Blood: leaves less for zhavier’s own Mimics to copy, I doubt he’s going for Growth after this and maybe he’d not be sure about Grounded Guides if I’ve taken Kidnapping. Eh, might as well go for Balance for the Mimics, I’ve teched in Bird’s Nest so I should make use of the flying. Not sure what I’d do about Leaping Lizards, I’ll default to teching the other Kidnapping next turn.

Putting Drakk in Squad Leader to deal with unbuffed or runed Fencers, hopefully there’s no Two Step incoming.

Teched cards: 2

T2: Bird’s Nest, Tiny Basilisk
T3: Crash Bomber, Kidnapping
T4: Faerie Dragon, Wandering Mimic


Get paid - ($7)
Playful Panda and Merfolk Prospector kill Young Treant
Rook trades with Tiny Basilisk, you draw, Argagarg to level 3 (midband)
Drakk Ramhorn - ($5)
Kidnapping, I take your Spirited Wisp - ($1)
Tiny Basilisk kills Argagarg, takes 1 damage, Drakk to level 3
Midband Drakk - ($0)
Starting Wisp kills Scavenger Wisp, you get a gold
Spirited Wisp trades with Playful Panda, I get a gold - ($1)
Worker - ($0)
Discard 3, draw 2, reshuffle, draw 3


:psblueshield: Squad Leader: Drakk L4 2/3+1A (1 to your base on death, units get frenzy 1)

Tiny Basilisk 1/1 (1 damage, deathtouch, can’t be attacked or blocked by Tech 0 units, Drakk aura)
Playful Panda 2/2 (Drakk aura)
Merfolk Prospector 1/1 (Drakk aura)
Wisp 0/1 (Drakk aura)

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


Hand: 5

Tiger Cub
Verdant Tree
Young Treant
Kidnapping
Bird’s Nest

Deck: 4

Faerie Dragon
Wandering Mimic
Rampant Growth
Crash Bomber

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
5 in hand
4 in deck
0 in discard
4 in workers
Total: 16


Gold: 0
Workers: 8

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favor
T4: Spore Shambler

P2T4


Tech StartingHand Workers

TECH
Nimble Fencer
Wandering Mimic


STARTING HAND
Ironbark Treant
Spore Shambler
Merfolk Prospector
Rampant Growth
Nimble Fencer


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Ironbark Treant


NextHand

Young Treant
Merfolk Prospector
Forest’s Favor
Tiny Basilisk


Tech 2 card(s)
Get Paid + float + Scav - ($10)
Worker - ($9)
Midori - ($7)
Nimble Fencer - ($5)
Rampant Growth, Fencer - ($3)
Fencer kills Drakk, midori to lvl 3
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Midori 2/3, lvl 3
  • :target: Lookout:

In Play:

  • Nimble Fencer 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

P1T5


Starting hand: 5

Tiger Cub
Verdant Tree
Young Treant
Kidnapping
Bird’s Nest

Thoughts

Nothing unexpected. I think I’m fine to tech up, sadly Rook’s not around to get the Birds out too. I’ll Midori and the Verdant Tree out instead, then I’ve got the option of teching in double T-Rex next turn, and I can let the Basilisk heal up if it survives on patrol. Don’t attack and let the Tree stand, attack and lose something to a Basilisk in a bonus slot. Hopefully zhavier hasn’t taken a Nature Reclaims, although showing I had a Bird’s Nest in hand might make him get one now.

Teching in the other Mimic, and a Chameleon. The latter’s harder to stop with a tower if a flying stealthed Mimic attacks first, and a frenzied Chameleon is just enough to kill a Grounded Guide. Tossing out the Young Treat, I don’t want it hanging around once I’m using Drakk’s maxband.

Teched cards: 2

T2: Bird’s Nest, Tiny Basilisk
T3: Crash Bomber, Kidnapping
T4: Faerie Dragon, Wandering Mimic
T5: Chameleon, Wandering Mimic


Get paid - ($8)
Worker - ($7)
Tech II Balance - ($3)
Master Midori - ($1)
Merfolk Prospector exhausts for a gold - ($2)
Verdant Tree - ($0)
Discard 3, draw 4, reshuffle, draw 1


:psfist: Elite: Playful Panda 1+2/2
:ps_: Scavenger: Tiny Basilisk 1/1 (1 damage, deathtouch, can’t be attacked or blocked by Tech 0 units)
:exhaust: Technician: Wisp 0/1

Midori L1 2/3
Merfolk Prospector 1/1

:heart: Verdant Tree HP: 3 (healing 1, tech buildings build/rebuild instantly)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 5

Faerie Dragon
Wandering Mimic
Rampant Growth
Crash Bomber
Wandering Mimic

Deck: 4

Chameleon
Tiger Cub
Kidnapping
Bird’s Nest

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 8 teched = 18
4 on board
5 in hand
4 in deck
0 in discard
5 in workers
Total: 18


Gold: 0
Workers: 9

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favor
T4: Spore Shambler
T5: Young Treant

Rook isnt available, he suicided.

1 Like

Whoops! Fixed, you’re now facing Midori and a Verdant Tree instead.

P2T5


Tech StartingHand Workers

TECH
Wandering Mimic
Discord


STARTING HAND
Forest’s Favor
Tiny Basilisk
Young Treant
Merfolk Prospector
Playful Panda


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda


NextHand

Rampant Growth
Spirit of the Panda
Tiny Basilisk
Nimble Fencer


Discard

Nimble Fencer
Merfolk Prospector
Forest’s Favor
Wandering Mimic
Discord


Tech 2 card(s)
Get Paid - ($9)
Young Treant - ($7)
Worker - ($6)
Tiny Basilisk - ($4)
Fencer kills Basilisk
Tech 2 Balance - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Tiny Basilisk 1/2
  • :pschip: Technician: Midori 2/3, lvl 3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

P1T6


Starting hand: 5

Faerie Dragon
Wandering Mimic
Rampant Growth
Crash Bomber
Wandering Mimic

Thoughts

Awkward Tiny Basilisk there, I’d have to kill it with the Crash Bomber if I want to keep my heroes standing.

I’d need 8 extra damage to destroy the Tech II. Midband Drakk gives at least 3 more. Maxband Drakk + Crash Bomber gives another 4. Maxband Drakk + Faerie Dragon instead gives another 5, plus I can feather something, plus that 5 damage can go straight to buildings, but I lose 2 total damage because I need to exhaust Prospector to do it. The only thing I could feather is the Tiny Basilisk, but only Midori and the Dragon could hit it, and they both kill it anyway. Meh. How about Panda -> Treant, Bomber <-> Basilisk and 1 on Midori, Prospector <-> Midori, leaving 2 gold and Midori L3 and Wisp to hit for 3? Then I can skip a worker and put Rampant Growth on the Wisp to take down the Tech II instead of the Tower, and have them both survive. It delays me getting Tech II units on the board, but it also stops zhavier getting Finesse II units down, and virtusos and Leaping Lizards are both scary for me.

Teching in a Horselord to quickly deal high damage and get through patrol lines quickly, I don’t care if he dies in the process. Also putting in a Moment’s Peace as insurance against a Drakk kill or virtusos coming out, and it also gives my Tree time to heal everyone.

Teched cards: 2

T2: Bird’s Nest, Tiny Basilisk
T3: Crash Bomber, Kidnapping
T4: Faerie Dragon, Wandering Mimic
T5: Chameleon, Wandering Mimic
T6: Dothram Horselord, Moment’s Peace


Get paid + scavenger - ($10)
Skip worker
Drakk Ramhorn - ($8)
Maxband Drakk - ($3)
Crash Bomber, Drakk gives it haste - ($2)
Playful Panda kills Young Treant, takes 1 damage
Crash Bomber trades with Tiny Basilisk, you get a gold, hits Midori for 1
Merfolk Prospector trades with Midori, you draw, my Midori hits level 3
Rampant Growth on Wisp - ($0)
Wisp and Midori break Tech II, your base to 17 (including previous Drakk death), Midori takes 1 damage
Discard 3, draw 4, reshuffle, draw 1


:psblueshield: Squad Leader: Drakk L6 3/4+1A (1 to your base on death, my units get frenzy 1, first unit played from my hand gets haste)

Midori L3 2/2 (1 damage)
Playful Panda 2/1 (1 damage, Drakk aura)
Wisp 0/1 (Drakk aura)

:heart: Verdant Tree HP: 3 (healing 1, tech buildings build/rebuild instantly)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 5

Chameleon
Tiger Cub
Kidnapping
Bird’s Nest
Dothram Horselord

Deck: 8

Tiny Basilisk
Moment’s Peace
Crash Bomber
Merfolk Prospector
Rampant Growth
Faerie Dragon
Wandering Mimic
Wandering Mimic

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
5 in hand
8 in deck
0 in discard
5 in workers
Total: 18


Gold: 0
Workers: 9

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favor
T4: Spore Shambler
T5: Young Treant

P2T6


Tech StartingHand Workers

TECH
Potent Basilisk
Star-Crossed Starlet


STARTING HAND
Spirit of the Panda
Tiny Basilisk
Rampant Growth
Nimble Fencer
Wandering Mimic


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda


NextHand

Wandering Mimic
Forest’s Favor
Ironbark Treant
Wandering Mimic


Tech 2 card(s)
Get Paid - ($10)
Argagarg - ($8)
Nimble Fencer - ($6)
Rampant Growth - ($4)
Spirit of the Panda - ($0)
Super Fencer kills Drakk, Arg to lvl 3. get gold - ($1)
rebuild tech 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argagarg 1/4, lvl 3
  • :target: Lookout:

In Play:

  • Nimble Fencer 4/4, Spirit of the Panda
  • Spirit of the Panda

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Leaving Drakk at max or playing fdencer into possible mimic, pretty easy choice.

P1T7


Starting hand: 5

Chameleon
Tiger Cub
Kidnapping
Bird’s Nest
Dothram Horselord

Thoughts

Somehow I played all of last turn without noticing that zhavier went for Balance instead of Finesse. That changes things!

Not a great hand to have when Drakk’s dead. I can kill the Wisp and Argagarg with Midori, the Wisp, and the Panda, with only the Wisp dying, for 2 gold. Then I could spend another gold to maxband and heal Midori. That leaves 5 gold after a worker. Not healing Midori gives me 6 gold, enough for Rook, Bird’s Nest, and Chameleon. But I don’t want the Chameleon if zhavier’s gone for Mimics. I could play the Tiger Cub instead, which gets the same stats with Midori’s midband. Birds are probably a must, zhavier’s leaving his Fencer alive now so he’s probably gone straight for Mimics. A Bird in Squad Leader deals with one. Horselord might just get feathered. I don’t want the Chameleon, since it gives zhavier’s Mimics free reign. I could go for the Tiger Cub, it benefits from Midori’s midband. Rook and Tiger Cub patrolling in the bonus slots, hopefully that’s safe enough.

Next reshuffle is pretty far away, do I just tech in T-Rexes? Other options are Kidnapping to deal with Dragons / Mimics / SotP, or Tiny Basilisk to take out Potent Basilisks. I could also do with Bloodlust to make hasting things cheaper. Going for Bloodlust and my own Potent Basilisk, making my Mimics untargetable could be handy in case of Polymorph: Squirrel.

Playing Tiger Cub does mean I have to worker Kidnapping, Chameleon, or Horselord. Best to get rid of the Chameleon, I think, shared stealth benefits zhavier more than me while that Tower’s up.

Teched cards: 2

T2: Bird’s Nest, Tiny Basilisk
T3: Crash Bomber, Kidnapping
T4: Faerie Dragon, Wandering Mimic
T5: Chameleon, Wandering Mimic
T6: Dothram Horselord, Moment’s Peace
T7: Bloodlust, Potent Basilisk


Get paid - ($9)
Midori and Playful Panda heal
Midband Midori - ($7)
Garus Rook - ($5)
Bird’s Nest, Birds arrive - ($3)
Playful Panda kills Wisp, takes 1 damage
Midori hits Argagarg for 3, takes 2 damage
Wisp trades with Argagarg, you draw Midori hits level 7
Tiger Cub - ($1)
Worker - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Bird #1 1/1+1A (flying)
:ps_: Scavenger: Rook L1 2/4
:exhaust: Technician: Tiger Cub 3/3 (Midori aura)
:target: Lookout: Bird #2 1/1 (resist 0+1, flying)

Midori L7 3/2 (2 damage, units without abilities get +1/+1)
Playful Panda 2/1 (1 damage)

Bird’s Nest (channelled by Rook)

:heart: Verdant Tree HP: 3 (healing 1, tech buildings build/rebuild instantly)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 4

Tiny Basilisk
Crash Bomber
Merfolk Prospector
Rampant Growth

Deck: 4

Moment’s Peace
Faerie Dragon
Wandering Mimic
Wandering Mimic

Discard: 4

Bloodlust
Potent Basilisk
Kidnapping
Dothram Horselord

Card count check (opponent-viewable)

Expected: 10 + 12 teched = 22
4 on board
4 in hand
4 in deck
4 in discard
6 in workers
Total: 22


Gold: 0
Workers: 10

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favor
T4: Spore Shambler
T5: Young Treant
T7: Chameleon

Your card count looks off this turn, I can only see 19 instead of 20.

It was the sneaky rampant growth, but I put it in now and redrew the 3 after the shuffle.

1 Like

P2T7


StartingHand Workers

STARTING HAND
Ironbark Treant
Discord
Star-Crossed Starlet
Wandering Mimic
Tiny Basilisk


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda


NextHand

Rampant Growth
Merfolk Prospector
Potent Basilisk


Discard

Discord
Ironbark Treant


Tech 0 card(s)
Get Paid + float + healing - ($11)
River - ($9)
Discord, birds and panda die - ($7)
Star-Crossed Starlet - ($5)
Wandering Mimic - ($1)
Starlet kills Tiger
Fencer kills Rook, River to lvl 3 - ($2)
Mimic kills Midori, River to Max
Tiny Basilisk - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River 3/4+A, lvl 5
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Tiny Basilisk 1/2

In Play:

  • Nimble Fencer 4/3, Spirit of the Panda
  • Spirit of the Panda
  • Star-Crossed Starlet 4/1
  • Wandering Mimic 4/1

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Yay, clear his board, but River is probably doomed here, and chances are high many other things die

P1T8


Starting hand: 4

Tiny Basilisk
Crash Bomber
Merfolk Prospector
Rampant Growth

Technician draw: 1

Moment’s Peace

Thoughts

Oof, I forgot about Discord, and I still haven’t drawn any Mimics. I think this might be the beginning of the end. The units in my hand cost 4 gold, Tech III costs 6 if I can keep it up, do I want to put Drakk down instead? Nothing in my deck needs him out, it’s whether I think the Tech III and the Tree would survive. Oh, I could get a Tower too. Or I could maxband Drakk and trade the Basilisk into River, so she can’t sideline anything. Even then, I’m facing 3 units already on the board, plus any virtusos/Mimics that turn up. Can Drakk + 2 units hold the line? Possibly enough for Verdant Tree or Tech II to stand, but I’m not hopeful. Patrolling to do 2 damage and kill the Mimic.

Teched cards: 0

T2: Bird’s Nest, Tiny Basilisk
T3: Crash Bomber, Kidnapping
T4: Faerie Dragon, Wandering Mimic
T5: Chameleon, Wandering Mimic
T6: Dothram Horselord, Moment’s Peace
T7: Bloodlust, Potent Basilisk


Get paid + scavenger - ($11)
Drakk Ramhorn - ($9)
Maxband Drakk - ($4)
Tiny Basilisk, Drakk gives it haste - ($2)
Crash Bomber - ($1)
Merfolk Prospector - ($0)
Tiny Basilisk trades with River, levels fizzle
Discard 2, draw 3, reshuffle, draw 1


:psblueshield: Squad Leader: Drakk L6 3/4+1A (1 to your base on death, units get frenzy 1, first unit played from hand gets haste)
:psfist: Elite: Merfolk Prospector 1+1/1
:exhaust: Technician: Crash Bomber 2/2 (1 to your base on death)

:heart: Verdant Tree HP: 3 (healing 1, tech buildings build/rebuild instantly)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)

Midori and Rook recover on turn 9


Hand: 4

Faerie Dragon
Wandering Mimic
Wandering Mimic
Moment’s Peace

Deck: 9

Bloodlust
Potent Basilisk
Kidnapping
Dothram Horselord
Playful Panda
Tiger Cub
Bird’s Nest
Tiny Basilisk
Rampant Growth

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 12 teched = 22
3 on board
4 in hand
9 in deck
0 in discard
6 in workers
Total: 22


Gold: 0
Workers: 10

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Forest’s Favor
T4: Spore Shambler
T5: Young Treant
T7: Chameleon

P2T8


StartingHand Workers

STARTING HAND
Potent Basilisk
Rampant Growth
Merfolk Prospector


WORKERS
Rich Earth
Verdant Tree
Tiger Cub
Spore Shambler
Playful Panda


NextHand

Wandering Mimic
Nimble Fencer
Tiny Basilisk
Forest’s Favor


Discard

Discord
Ironbark Treant
Tiny Basilisk
Star-Crossed Starlet
Spirit of the Panda
Nimble Fencer
Merfolk Prospector
Rampant Growth


Tech 0 card(s)
Get Paid + healing then starlet dmg - ($10)
Argagarg - ($8)
Basilisk kills Drakk
Fencer kills Bomber, i get a gold - ($9)
Starlet trades with Merfolk
Potent Basilisk, destroys spirit, fencer dies - ($5)
Mimic breaks your Tree
Max Arg - ($3)
Midori - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Potent Basilisk 3/5
  • :target: Lookout:

In Play:

  • Wisp 0/1
  • Water Elemental 3/3
  • Wandering Mimic 4/2
  • Argagarg 1/5, lvl 5
  • Midori 2/3, lvl 1

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Hmm, potent could kill my fencer by removing panda, remove his haste options with drakk gone