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Codexnerb [Balance]/Necro/Peace vs Frozenstorm [Anarchy]Necro/Growth


#1

edit: woops! forgot to tag. @FrozenStorm

GLHF! I was thinking about that deck for CAMS as well.

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Merfolk Prospector
Rich Earth
Playful Panda
Forest's Favor


WORKERS
Rich Earth


NextHand

Rampant Growth
Young Treant
Verdant Tree
Tiger Cub
Ironbark Treant


Discard

Forest's Favor
Spore Shambler (2/3+A)
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
worker - ($3)
master midori - ($1)
merfolk prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

after much thought, i think ill avoid rich earth, and go for something more stable like midori and merfolk, with RG in hand, it's a pretty safe move. i dont HAVE to mid midori T3, but it's an option if i can trade the cadets well.


#2

GL HF @Codexnewb!

Player 2, Turn 1

P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth

Starting Hand

Careless Musketeer
Bloodburn
Pillage
Bloodrage Ogre
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (3)
  • Nautical Dog (2)
  • Worker (1)
Workers

Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Mad Man
Bombaster
Scorch
Charge

End of Turn Discard

Careless Musketeer
Pillage

My Thoughts

Psyched to try this Growth deck, LB + Sharks for Ancients seems sweet! Need to maximize board pressure to get it off early though, so double down on attackers here and keep him defensive



#3

"P1T2


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Verdant Tree
Tiger Cub
Young Treant
Rampant Growth
Ironbark Treant


WORKERS
Rich Earth
Ironbark Treant


NextHand

Overeager Cadet
Rampant Growth
Verdant Tree
Young Treant
Overeager Cadet


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
tiger cub - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk (1/1)
  • :target: Lookout:

In Play:

  • Midori (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmmm, nice counter. well, i think i need to stay aggressive. that would be rampant growth midori and take out brogre. but he could dog into merfolk, then trade zane into midori. leaves me with 7 gold for turn 3.

other option is tiger cib in sql, merfolk in scav. midori on backline. he could mad man and dog into tiger cub, zane into merfolk, and brogre into midoriw ith a new hero out…

can’t sontrol what he has, so ill go for midori on backline. fingers crossed he survives. putting merfolk in tech to drop both cadets next hand hopefully.

"


#4

Player 2, Turn 2

P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth

Starting Hand

Mad Man
Bombaster
Scorch
Charge

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lich’s Bargain x2


Main:

  • Brogre trades with Cub
  • Garth (5)
  • Make a skeleton (4)
  • Worker (3)
  • Tech 1 (1)
Workers

Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Makeshift Rambaster
Bombaster
Pillage
Mad Man
Bloodrage Ogre

End of Turn Discard
My Thoughts

Yeap, fast LB + Tech 2 for super-bloomin’ ancients still feels like the right call XD

Oof, I whiffed?? that’s rough… Let’s hope he takes my skeleton I guess!



#5

P1T3


Tech StartingHand Workers

TECH
Liches Bargain
Liches Bargain


STARTING HAND
Young Treant
Verdant Tree
Overeager Cadet
Rampant Growth
Overeager Cadet
Playful Panda


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree


NextHand

Forest's Favor
Spore Shambler
Rampant Growth
Liches Bargain


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tap merfolk, get a gold - ($6)
overeager cadet
overeager cadet
Midori kills nautical dog
young treant, draw 1 - ($4)
hero's hall - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Midori, lvl 1, (2/2)
  • Merfolk (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

interesting going with garth. maybe he thought the ST of zane wasnt worth it? also expect a doomsgrasp too. so i'll hold off on midband midori for now. teching in doubel LB since they'll be useful either way. hopefully i dont draw both at the same time.


#6

Player 2, Turn 3

P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth

Starting Hand

Makeshift Rambaster
Bombaster
Pillage
Mad Man
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7+1float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bone Collector, Blooming Ancient
Lich’s Bargain x2


Main:

  • Bombaster (7)
  • Pillage your 2 gold, your base to 18
  • Mad Man (6)
  • Make another Skeleton (5)
  • Worker (4)
  • Tech 2 Growth (0)
Workers

Bloodrage Ogre, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+1armor)
  • :psfist: Elite: Skeleton (1+1/1)
  • :pspig: Scavenger: Mad Man (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Lich’s Bargain
Careless Musketeer
Charge

End of Turn Discard

Bone Collector
Blooming Ancient
Pillage
Nautical Dog
Makeshift Rambaster

My Thoughts

He’s floating just enough for LB + Tech 2, which is 100% what I expect he has planned. Boot Camp is a possibility but not what I would think he’s up to. I’m going to pillage that, which means laying Bombaster as well. That leaves me with 7 gold. I could Mad Man + Skeleton + Tech up, leaving me at 4 blockers for 4 attackers. So that keeps me safe to all but something like Boot Camp to go Max Garth for Ancient + LB next turn.

Love it, let’s do it.



#7

im assuming bombaster is a 2/2+A and thats just a typo.


#8

Yes indeedy, my bad there


#9

no worries!, just checking. such an interesting game.


#10

well, the pillage was unexpected. definitely changes things. hopefully i also am unexpected.

P1T4


Tech StartingHand Workers

TECH
Tiny basilisk
Tiny basilisk


STARTING HAND
Spore Shambler
Forest's Favor
Liches Bargain
Rampant Growth


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Spore Shambler


NextHand

Rampant Growth
Tiger Cub
Tiny basilisk
Liches Bargain
Playful Panda


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
pillaged! - ($6)
tap merfolk, get a gold - ($7)
maxband midori - ($0)
midori flying kills garth, lvls fizzle
Cadet kill bombaster, takes 2

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori, lvl 8, (4/5)
  • Merfolk (1/1)
  • Overeager Cadet (3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

hmmmm, well, the tech 2 rush is certainly for ancients. ive played that line before, and loved it btw.

which means that he either rushed ancients in his first tech, or he plans to use garth to get them out directly.

either way, garth has to go. it delays my tech 2, but having midori out there, and then garth +LB next turn is a solid follow up. ill get a solid second turn with midori, possile tech break too. hopefully he's not expecting it and doesnt have doomgrasp alrady teched.

teching TB's since i need an efficneit way to deal with BA's, or maybe other blockers, until i get my tech 2 going.


#11

Not wholly unexpected, but certainly not ideal…

Player 2, Turn 4

P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth

Starting Hand

Makeshift Rambaster
Bombaster
Pillage
Mad Man
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Doom Grasp
Bone Collector, Blooming Ancient
Lich’s Bargain x2


Main:

  • Zane + Maxband, shove YT to lookout and put a damage on him (1)
  • Zane kills scav cadet, we both get a gold (2)
  • Skeleton kills YT
  • Mad Man trades with backline Cadet
  • Skeleton trades with Prospector
  • Worker (1)
Workers

Bloodrage Ogre, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

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

In Play:

  • Zane (4/1 lvl 6)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Lich’s Bargain
Mad Man
Pillage
Blooming Ancient

End of Turn Discard
My Thoughts

That wasn’t wholly unexpected, but is a bit of a bummer. I can stymie the pressure, though, w/ a Zane maxout and punch. He’s not unlikely to Forest’s Favor Midori, hoping that doesn’t happen but if it does, I’ll need some anti-air. Arg maxband provides some of that, which is nice, but if that doesn’t work out, I’m grabbing Taxman and a Doom Grasp for the hard-kill.

Drew Ancient, whelp, hopefully I get to keep my tech 2!



#12

"P1T5


Tech StartingHand Workers

TECH
boot camp
boot camp


STARTING HAND
Playful Panda
Tiger Cub
Liches Bargain
Tiny basilisk
Rampant Growth


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Spore Shambler


NextHand

Forest’s Favor
Tiny basilisk
Liches Bargain
Liches Bargain


Tech 2 card(s)
Get Paid - ($8)
scav gold - ($9)
worker - ($8)
tiny basilisk - ($6)
Garth - ($4)
liches bargain, base to 16, workers to 8, summon hoard - ($2)
make a skeleton - ($1)
midori kills zane, garth to lvl 3

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: SK (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori, lvl 8, (4/5)
  • Garth, lvl 3, (1/3)
  • SK (2/2)
  • Zombie (3/3)
  • Horror (3/3)
  • Tiny basilisk (1/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

well, im not too hopeful. lets see if he teched and/or drew doomgrasp. likely if he teched 2 of them. i think my plan is just to ride out thsi aggression and hope he doesnt get the draw this turn so i can maximize midori. teching bootcamps in case he does though.

"


#13

Your base should be at 14 btw, from the pillage earlier

Player 2, Turn 5

P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth

Starting Hand

Lich’s Bargain
Mad Man
Pillage
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Doom Grasp
Bone Collector, Blooming Ancient
Lich’s Bargain x2


Main:

  • Blooming Ancient (6)
  • Garth, +1 rune (4)
  • Lich’s Bargain, my base to 16, workers to 8, undead legion arrives, +3 runes (2)
  • Make a skeleton, +1 rune (1)
  • Mad Man, +1 rune, give it 2 runes (4 remaining), it kills SQL Skele (0)
  • Give 4 runes to existing skeleton, it aces midori, my Garth to level 3
Workers

Bloodrage Ogre, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+1armor)
  • :psfist: Elite: Garth (1+1/3 lvl 3)
  • :pspig: Scavenger: Zombie (2/2)
  • :exhaust: Technician: Blooming Ancient (2/4)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Skeleton (1/1)
  • Skeleton (5/1)
  • Mad Man (3/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Gunpoint Taxman
Charge
Bombaster

End of Turn Discard

Lich’s Bargain
Surprise Attack
Pillage
Blooming Ancient

My Thoughts

My Tech 2 Lived! I can just get the kill on Midori. He can still kill Garth back, so I’m at least going to make sure whatever attacks him dies for the trouble, and I’ll be left with some solid offense to strike back with. Teching a Surprise Attack and Blooming Ancient, and probably going to run to Gunships. If I do go that route, next turn I’ll tech Steam Tanks and then gunships. Hopefully I get to save a Lich’s Bargain for after Garth dies.

Solid, no LB. Can maybe make a Zane Play + lay taxman if he’s careless, or perhaps just Max Arg.



#14

P1T6


Tech StartingHand Workers

TECH
potent basilisk
wandering mimic


STARTING HAND
Tiny basilisk
Forest's Favor
Liches Bargain
Liches Bargain


WORKERS
Rich Earth
Ironbark Treant
Verdant Tree
Spore Shambler


NextHand

boot camp
Overeager Cadet (3/3)
boot camp
Merfolk (1/1)


Discard

Liches Bargain
Tiny basilisk
Tiny basilisk
Forest's Favor
potent basilisk
wandering mimic


Tech 2 card(s)
Get Paid + float - ($9)
Worker (9) - ($8)
horror trades with horror
tiny B trades with BA
mid my garth - ($7)
garth and skeleton kill your garth, mine to lvl 6
tech 2 balance - ($3)
liches bargain, my base to 10, workers to 8, summon hoard - ($1)
make a skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+A)
  • :psfist: Elite: SK (2/1)
  • :ps_: Scavenger: Zombie (2/2)
  • :pschip: Technician: Zombie (2/2)
  • :target: Lookout: SK (1/1)

In Play:

  • Garth, lvl 6, (2/2)

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

uh oh. that's supposed ot be my signature move. lol.


#15

Player 2, Turn 6

P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth

Starting Hand

Gunpoint Taxman
Charge
Bombaster
Doom Grasp (techn)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Pirate Gunship
Gunpoint Taxman, Doom Grasp
Bone Collector, Blooming Ancient
Lich’s Bargain x2


Main:

  • Big-rune skele trades with Horror
  • Zane + Miband, kill Scav, we both get some gold (4)
  • Gunpoint + Charge, kill technician, I steal your gold, you draw 1 (1)
  • Skeleton trades with Elite
  • Zombie kills lookout
  • Mad Man kills your Garth, Zane maxbands with nothing to shove
  • Worker (0)
Workers

Bloodrage Ogre, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Gunpoint Taxman (3/1)
  • Zombie (2/1)
  • Zane (4/4)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Makeshift Rambaster
Lich’s Bargain
Bone Collector

End of Turn Discard

Lich’s Bargain
Surprise Attack
Pillage
Blooming Ancient
Steam Tank
Steam Tank
Charge
Bombaster
Mad Man
Blooming Ancient

My Thoughts

I can go to town on that… Even Mimic from hand shouldn’t easily be able to get buffed and avoid the Skeleton blocker, so this should be a clear path to tech 3 next turn or the turn after (I’m drawing thin into a deep deck, so we’re fine to develop a little board in the meantime.)



#16

dah, ill gg it there. nicely played. im down to run it back, learned a lot about this deck that game.


#17

GG WP, same sentiment from me good learning experience :slight_smile:

Game 2 ho, GL HF!

Game 2 Player 1, Turn 1

P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth

Starting Hand

Nautical Dog
Makeshift Rambaster
Bloodrage Ogre
Charge
Bloodburn

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Careless Musketeer
Mad Man
Pillage
Scorch

End of Turn Discard

Charge
Makeshift Rambaster

My Thoughts

I have a feeling Lich’s Bargain rules the roost this matchup, but perhaps I can get something more interesting to happen!



#18

P2T1


StartingHand Workers

STARTING HAND
Playful Panda
Spore Shambler
Rampant Growth
Tiger Cub
Forest's Favor


WORKERS
Spore Shambler


NextHand

Verdant Tree
Merfolk Prospector
Ironbark Treant
Rich Earth


Discard

Rampant Growth
Forest's Favor


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
tiger cub - ($2)
playful panda, wisp - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: tiger cub (2/2+A)
  • :psfist: Elite: wisp (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • playful panda (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

solid red opening. thinkig he doesnt want the zane mvoe but it's possible. lets patrol to trade stuff.


#19

Game 2 Player 1, Turn 2

P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth

Starting Hand

Careless Musketeer
Mad Man
Pillage
Scorch

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bone Collector x2


Main:

  • Brogre trades with Cub
  • Arg (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Arg (1/3 lvl 1)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bombaster
Mad Man
Charge
Bone Collector
Makeshift Rambaster

End of Turn Discard
My Thoughts

I’m feeling Bone Collector more here, let’s do that



#20

hmm, arg…i am afraid of the unknown…

"P2T2


Tech StartingHand Workers

TECH
overeager cadet
overeager cadet


STARTING HAND
Verdant Tree
Rich Earth
Ironbark Treant
Merfolk Prospector


WORKERS
Spore Shambler
Rich Earth


NextHand

Young Treant
Ironbark Treant
Verdant Tree
Forest’s Favor
Rampant Growth


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
garth - ($1)
make a skeleton - ($0)
panda kills wisp

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: wisp (0/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Garth, (1/3)
  • :target: Lookout:

In Play:

  • playful panda (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

hmm, with arg, no zane fear. he could be going SOTP with some hasty reds.

dog and arg can clear patrol, so also putting garth in tech. if he SOTP mad man, so be it.

so the plan here is to bring in midoi later, when the field is already set. cadets for gold save, but honestly, peace engine is a solid option. even just one time would be good. cadets, glarrisons, owls, LB and midori

"