Game 2 Player 1, Turn 3
P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth
Starting Hand
Bombaster
Mad Man
Charge
Bone Collector
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Spirit of the Panda, Lich’s Bargain
Bone Collector x2
Main:
- Bone Collector (4)
- Nautical Dog kills wisp
- Arg kills your skeleton, you get a gold
-
Charge Collector, he kills Garth, you get a card, I get a skeleton, Arg to level 3 (1)
- Worker (0)
Workers
Bombaster, Scorch, Bloodburn
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Arg (1/4 lvl 3)
- Nautical Dog (1/1)
- Bone Collector (3/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodrage Ogre
Bone Collector
Pillage
Careless Musketeer
End of Turn Discard
Charge
Lich’s Bargain
Spirit of the Panda
Makeshift Rambaster
Mad Man
My Thoughts
CHAARRRGEE!! Next turn lay BC, continue attacking, and tech up. Seems like it’ll work out
"P2T3
Tech StartingHand Workers
TECH
flagstone garrison
flagstone garrison
STARTING HAND
Young Treant
Verdant Tree
Rampant Growth
Ironbark Treant
Forest’s Favor
overeager cadet
overeager cadet
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
tiger cub
Merfolk Prospector
Rampant Growth
flagstone garrison
flagstone garrison
Tech 2 card(s)
Get Paid - ($7)
scav gold, tech draw - ($8)
Worker - ($7)
overeager cadet
young treant, draw 1 - ($5)
overeager cadet
tech 2 peace - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: playful panda (2/2+A)
-
Elite: Young Treant (1/2)
-
Scavenger: overeager cadet (2/2)
-
Technician: overeager cadet (2/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 PEACE
Economy Info:
Cards:
Gold:
Thoughts
hmm, well, im committed to the garrisons right now. hopefully that gets rolling before stampede.
"
Game 2 Player 1, Turn 4
P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth
Starting Hand
Bloodrage Ogre
Bone Collector
Pillage
Careless Musketeer
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient, Might of Leaf and Claw
Spirit of the Panda, Lich’s Bargain
Bone Collector x2
Main:
- Arg buffs Nautical Dog, dog trades with SQL
- Bone Collector kills young treant, I get a skeleton
- Bone Collector (5)
- Worker (4)
- Tech 2 Growth (0)
Workers
Careless Musketeer, Bombaster, Scorch, Bloodburn
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader:
-
Elite: Skeleton (1+1/1)
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Arg (1/4 lvl 3)
- Bone Collector (3/1)
- Bone Collector (3/3)
- Skeleton (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Spirit of the Panda
Bloodrage Ogre
Might of Leaf and Claw
Blooming Ancient
End of Turn Discard
My Thoughts
That’s fine if he wants to rush Peace, I think I can crush him faster. Going to bring a MoLaC out and at least make him Nature Reclaims to respect it. Even one turn getting to attack with a couple MoLaC’d units could probably bury him.
"P2T4
Tech StartingHand Workers
TECH
nature reclaims
nature reclaims
STARTING HAND
tiger cub
Merfolk Prospector
Rampant Growth
flagstone garrison
flagstone garrison
Forest’s Favor
Verdant Tree
overeager cadet (2/2)
playful panda
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
nature reclaims
nature reclaims
Rampant Growth
Verdant Tree
Young Treant (1/2)
Tech 2 card(s)
Get Paid + float - ($9)
cadet trades with skeleton
double flagstone garrison - ($3)
merfolk prospector, draw 2 - ($2)
tiger cub, reshuffle, draw 2 - ($0)
overeager cadet, draw 2
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Merfolk Prospector (1/1+A)
-
Elite: tiger cub (3/2)
-
Scavenger: OEC (2/2)
-
Technician: OEC (2/2)
-
Lookout:
In Play:
- flagstone garrison 4HP
- flagstone garrison
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
hmmm, based on his reshuffle, he definitely has a loaded deck right now. better to plan on molac comign online next turn and have the reclaims ready than not. ill parol the second cadet for now.
double reclaims next turn, hopefully he has molac and goes all in on that.
"
Game 2 Player 1, Turn 5
P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth
Starting Hand
Spirit of the Panda
Bloodrage Ogre
Might of Leaf and Claw
Blooming Ancient
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Stampede, Nether Drain
Blooming Ancient, Might of Leaf and Claw
Spirit of the Panda, Lich’s Bargain
Bone Collector x2
Main:
- Might of Leaf and Claw (5)
-
Spirit of the Panda to wisp, it kills SQL, MoLaC at 1 (2)
-
Zane, trades with elite, MoLaC at 2, levels fizzle (0)
- Damaged BC trades with Scav, you get a gold I get a skeleton, MoLaC at 3
- Healthy BC kills Techn, you get a card I get a skeleton, MoLaC at 4
- Skeleton hits a Garrison to 3hp, MoLaC active
- Arg breaks the undamaged Garrison
Workers
Careless Musketeer, Bombaster, Scorch, Bloodburn
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton (6/6)
-
Technician: Skeleton (6/6)
-
Lookout:
In Play:
- Arg (6/9 lvl 3)
- Bone Collector (8/3)
- Skeleton (6/6)
- Wisp (7/7, spirit of the panda on)
- Might of Leaf and Claw (6 runes, activated)
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Pillage
Nautical Dog
Lich’s Bargain
End of Turn Discard
Stampede
Stampede
Blooming Ancient
Bloodrage Ogre
Bone Collector
My Thoughts
So I think the best move here is to utilize MoLaC to force his hand on Nature Reclaims. If I break a Garrison, he’ll have to dig a card then chance a reshuffle, and he’ll only have 4g to do that. And even if he does get it, I still have a hefty board with which to act. I’m also drawing into Lich’s Bargain, so I think Stampede sets up as a decent alternative to crushing it.
P2T5
Tech StartingHand Workers
TECH
moments peace
moments peace
STARTING HAND
nature reclaims
nature reclaims
Young Treant (1/2)
Rampant Growth
Verdant Tree
playful panda
Forest's Favor
OEC (2/2)
flagstone garrison
Merfolk Prospector (1/1+A)
tiger cub (3/2)
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
nature reclaims
OEC (2/2)
moments peace
Forest's Favor
moments peace
Tech 2 card(s)
Get Paid - ($8)
scav gold, tech draw - ($9)
midori - ($7)
nature reclaims molac, trash both, - ($5)
young treant, draw 1, reshuffle, draw 1 - ($3)
overeager cadet, draw 1
playful panda, draw 1 - ($1)
merfolk prospector, draw 1 - ($0)
Float ($0)
Discard 6, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: OEC (2/2+A)
-
Elite: Young Treant (1/2)
-
Scavenger: Merfolk Prospector (1/1)
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- flagstone garrison 3hp
- playful panda (2/2)
- Midori (2/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Woah, nice pre-tech!
Game 2 Player 1, Turn 6
P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth
Starting Hand
Makeshift Rambaster
Pillage
Nautical Dog
Lich’s Bargain
Events of Turn:
Upkeep:
- Get Gold (8)
- everything heals 1
- Tech 2 cards in (except turn 1)
All Teched Cards
Stampede, Might of Leaf and Claw
Stampede, Nether Drain
Blooming Ancient, Might of Leaf and Claw
Spirit of the Panda, Lich’s Bargain
Bone Collector x2
Main:
- Arg buffs BC, it kills OC SQL, I get a skeleton
-
Wisp kills YT, takes 1 (9)
- Garth (7)
- Skeleton trades with Scav, you get a gold
- Skeleton kills wisp, you get a card
-
Makeshift Rambaster, breaks your other Garrison (5)
- Skeleton hits your base to 19
- Maxband Arg, Water Elemental arrives (3)
-
Lich’s Bargain, horde arrives, my base to 16 and workers to 7 (1)
- Make another skeleton (0)
Workers
Careless Musketeer, Bombaster, Scorch, Bloodburn
-
-
Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader: Water Elemental (3/3+1armor)
-
Elite: Skeleton (1+1/1)
-
Scavenger: Zombie (2/2)
-
Technician: Horror (3/3)
-
Lookout: Skeleton (1/1)
In Play:
- Arg (1/5 lvl 5)
- Garth (1/3 lvl 1)
- Bone Collector (3/1)
- Skeleton (1/1)
- Skeleton (1/1)
- Skeleton (1/1)
- Wisp (2/2, spirit of the panda on)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Charge
Mad Man
Nether Drain
Might of Leaf and Claw
End of Turn Discard
My Thoughts
Very nice pre-tech by him, but I still think MoLaC was the right call there. It meant I got a Garrison and he had to spend 4g to get rid of it. This is another beatable patrol (why didn’t he lay Midori out?), and while he’ll have another Garrison in hand in all likelihood, he’s still not generating pressure. Meanwhile I have a fuckton of units now, and can Stampede him down with impunity. I’ll grab the other MoLaC as well, as I have so many attackers I can make a huge blow out of just laying it.
"P2T6
Tech StartingHand Workers
TECH
drill sergeant
drill sergeant
STARTING HAND
moments peace
moments peace
OEC (2/2)
Forest’s Favor
nature reclaims
Rampant Growth
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
flagstone garrison
tiger cub (3/2)
Verdant Tree
moments peace
Young Treant (1/2)
Tech 2 card(s)
Get Paid - ($8)
scav gold, tech draw - ($9)
moments peace - ($7)
overeager cadet
garth - ($5)
make a skeleton - ($4)
rampant growth midori, kill elemental - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Garth (1/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- playful panda (2/2)
- Midori (2/2)
- OEC (2/2)
- SK (1/1)
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
hooooolllllldddddddddd
"
Game 2 Player 1, Turn 7
P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth
Starting Hand
Charge
Mad Man
Nether Drain
Might of Leaf and Claw
Events of Turn:
Upkeep:
- Get Gold (7)
- everything heals 1
- Tech 2 cards in (except turn 1)
All Teched Cards
Stampede, Might of Leaf and Claw
Stampede, Nether Drain
Blooming Ancient, Might of Leaf and Claw
Spirit of the Panda, Lich’s Bargain
Bone Collector x2
Main:
- Might of Leaf and Claw (4)
- Arg and Garth each attack your Garth, he takes 1 damage, MoLaC at 2
- Hero’s Hall (2)
- Make a skeleton (1)
- Worker (0)
Workers
Nether Drain, Careless Musketeer, Bombaster, Scorch, Bloodburn
-
-
Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Horror (3/3+1armor)
-
Elite: Skeleton (1+1/1)
-
Scavenger: Zombie (2/2)
-
Technician: Skeleton (1/1)
-
Lookout: Skeleton (1/1)
In Play:
- Arg (1/4 lvl 5)
- Garth (1/2 lvl 1)
- Bone Collector (3/2)
- Skeleton (1/1)
- Skeleton (1/1)
- Skeleton (1/1)
- Wisp (2/3, spirit of the panda on)
- Makeshift Rambaster (1/2)
- Might of Leaf and Claw (2 runes)
Economy Info:
Cards:
Gold:
End of Turn Hand
Lich’s Bargain
Blooming Ancient
Bloodrage Ogre
Bone Collector
End of Turn Discard
Chaos Mirror
Dinosize
Mad Man
Charge
My Thoughts
Moment’s Peace! Nice. Hopefully we can avoid another of that + Nature Reclaims, but laying the MoLaC to force him to address it. Grabbing a Dinosize and Chaos Mirror as moment breakers
dah, i was hoping to get one more turn without molac. alas, i couldnt draw into the nature reclaims.
"P2T7
Tech StartingHand Workers
TECH
boot camp
boot camp
STARTING HAND
Verdant Tree
flagstone garrison
tiger cub (3/2)
Young Treant (1/2)
moments peace
Merfolk Prospector (1/1)
drill sergeant
Rampant Growth
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
OEC (2/2+A)
drill sergeant
Forest’s Favor
nature reclaims
moments peace
Discard
moments peace
Rampant Growth
OEC (2/2)
playful panda (2/2)
tiger cub (3/2)
Verdant Tree
drill sergeant
boot camp
boot camp
Tech 2 card(s)
Get Paid + float - ($10)
moments peace - ($8)
flagstone garrison - ($5)
young treant, draw 2 - ($3)
merfolk prospector, draw 1 - ($2)
rampant growth cadet, trades with horror - ($0)
skeleton trades with elite
panda trades with scav
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Garth, lvl 1, (1/2+A)
-
Elite:
-
Scavenger: Midori lvl 1, (2/2)
-
Technician:
-
Lookout:
In Play:
- flagstone garrison
- Young Treant (1/2)
- Merfolk Prospector (1/1)
Buildings:
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
it is over…-theoden
"
Guess not
Game 2 Player 1, Turn 8
P2 [Balance]/Necro/Peace vs P1 [Anarchy]/Necro/Growth
Starting Hand
Lich’s Bargain
Blooming Ancient
Bloodrage Ogre
Bone Collector
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- everything heals 1
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Elm, Blooming Ancient
Chaos Mirror, Dinosize
Stampede, Might of Leaf and Claw
Stampede, Nether Drain
Blooming Ancient, Might of Leaf and Claw
Spirit of the Panda, Lich’s Bargain
Bone Collector x2
Main:
-
Summon + Midband Zane, kill your Garth, my Garth to level 3, MoLaC at 3 (4)
-
My Garth to level 4, kill Midori, my Garth to level 6, you get a gold, MoLaC at 4 (3)
- Arg kills your Prospector, MoLaC activated
-
Maxband My Garth, fetch Blooming Ancient from Discard (2)
-
Lich’s Bargain, my base to 12, workers to 7, more undead come out, Ancient +3 runes (0)
Workers
Nether Drain, Careless Musketeer, Bombaster, Scorch, Bloodburn
-
-
Patrol as below
- Discard 3 Draw 4 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Horror (8/8+1armor)
-
Elite: Skeleton (6+1/6)
-
Scavenger: Zombie (7/7)
-
Technician: Skeleton (6/6)
-
Lookout: Skeleton (6/6)
In Play:
- Arg (6/9 lvl 5)
- Garth (8/9 lvl 7)
- Zane (8/7 lvl 4)
- Bone Collector (8/8)
- Skeleton (6/6)
- Skeleton (6/6)
- Skeleton (6/6)
- Blooming Ancient (10/12, +++)
- Wisp (7/8, spirit of the panda on)
- Makeshift Rambaster (6/7)
- Might of Leaf and Claw (5 runes, activated)
Economy Info:
Cards:
Gold:
End of Turn Hand
Stampede
Pillage
Stampede
Nautical Dog
Mad Man
End of Turn Discard
Chaos Mirror
Dinosize
Mad Man
Charge
My Thoughts
Another moment of peace but he can’t break my line and he doesn’t dig up the reclaims, not that it would be of extreme help. GG
lol, GG man. definitely cant stop that.
"P1T1
StartingHand Workers
STARTING HAND
Rich Earth
Forest’s Favor
Young Treant
Tiger Cub
Rampant Growth
WORKERS
Rich Earth
NextHand
Spore Shambler
Ironbark Treant
Merfolk Prospector
Verdant Tree
Playful Panda
Discard
Young Treant
Forest’s Favor
Tiger Cub
Rampant Growth
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
onimaru - ($1)
Float ($1)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader: Onimaru, lvl 1, (2/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
I really didn’t think you’d respect the MoLaC so well, but even with the due respect, it does serious work just by demanding it be answered. Gold spent dealing with it is gold Peace doesn’t want to spare not building an engine. The Moment’s Peace was nice as well, but again, gold spent not developing a board. Tough place to be
GL HF!
Game 3, Player 2, Turn 1
P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth
Starting Hand
Careless Musketeer
Scorch
Bloodrage Ogre
Bombaster
Charge
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodrage Ogre (3)
- Garth (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Bloodrage Ogre (3/2)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodburn
Mad Man
Nautical Dog
Makeshift Rambaster
Pillage
End of Turn Discard
My Thoughts
So far this series has been pretty dominated by my Garth / Growth combo. I don’t really feel like trying anything else makes sense, but maybe this game I’ll try out a tech3 anarchy rush? Worth considering! Let’s see how this plays out.
"P1T2
Tech StartingHand Workers
TECH
elite training
Bone Collector
STARTING HAND
Spore Shambler
Playful Panda
Merfolk Prospector
Ironbark Treant
Verdant Tree
WORKERS
Rich Earth
Verdant Tree
NextHand
Spore Shambler
elite training
Forest’s Favor
Bone Collector
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($3)
merfolk prospector - ($2)
playful panda - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Wisp (0/1+A)
-
Elite:
-
Scavenger: Merfolk (1/1)
-
Technician:
-
Lookout:
In Play:
- Playful Panda (2/2)
- Onimaru, lvl 1, (2/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Hmm
Game 3, Player 2, Turn 2
P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth
Starting Hand
Bloodburn
Mad Man
Nautical Dog
Makeshift Rambaster
Pillage
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Brogre kills wisp
- Garth kills Prospector, you get a gold
- Nautical Dog (5)
- Mad Man (4)
- Make a skeleton (3)
- Worker (2)
- Tech 1 (0)
Workers
Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Mad Man (1/1+1armor)
-
Elite:
-
Scavenger: Nautical Dog (1/1)
-
Technician:
-
Lookout: Skeleton (1/1)
In Play:
- Garth (1/2 lvl 1)
- Bloodrage Ogre (3/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Makeshift Rambaster
Pillage
Lich's Bargain
End of Turn Discard
My Thoughts
I’m strongly suspecting there will be either Boot Camp or Elite Training teched to try and stop Garth from snowballing.
I think laying 3 blockers leaves me safe enough to double tech LB and move forward with a fast tech 2 plan as usual. Worst-case, he spends 2 gold to buff my little dudes, leaving him not enough gold to maxband Oni + worker, and leaving me a solid opening to counter-attack hard with Zane and just delay the tech 2 + LB a turn. No sweat.
P1T3
Tech StartingHand Workers
TECH
fairy dragon
fairy dragon
STARTING HAND
elite training
Forest's Favor
Spore Shambler
Bone Collector
WORKERS
Rich Earth
Verdant Tree
Spore Shambler
NextHand
Rampant Growth
Tiger Cub
Ironbark Treant
Young Treant
Discard
Merfolk (1/1)
Forest's Favor
elite training
fairy dragon
fairy dragon
Tech 2 card(s)
Get Paid - ($6)
scav gold - ($7)
Worker - ($6)
Oni kills mad man
panda kills nautical dog
bone collector - ($4)
mid oni, heals - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Bone Collector (3/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Playful Panda (2/1)
- Onimaru, lvl 5, (3/4)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
cant hero's hall because i couldnt use it well next turn anyways. teching fairy dragons and avoiding teh reshuffle for now. hopefully oni will provide enough pressure, and he doesnt already have netherdrain or doomgrasp teched. either way, going balance tech 2. either this turn or next.
Game 3, Player 2, Turn 3
P1 [Balance]/Necro/Peace vs P2 [Anarchy]/Necro/Growth
Starting Hand
Bombaster
Makeshift Rambaster
Pillage
Lich’s Bargain
Events of Turn:
Upkeep:
- Get Gold (7+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Blooming Ancient
Lich’s Bargain x2
Main:
- Brogre and Skeleton kill BC
- Garth hits your base to 19
- Worker (7)
- Tech 2 Growth (3)
- Lich’s Bargain, horde arrives (1)
Workers
Pillage, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Zombie (2/2)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth (1/2 lvl 1)
- Horror (3/3)
Economy Info:
Cards:
Gold:
End of Turn Hand
Lich's Bargain
Scorch
Charge
Nautical Dog
End of Turn Discard
My Thoughts
Proceed as planned, those are nice freebie kills for him but it doesn’t change my ability to put a lot of units down really fast
i believe you’re missing a horror?
1 Like
Yes, sorry he’s backline. Edited in the fix, good catch!
"P1T4
Tech StartingHand Workers
TECH
Tiny basilisk
Tiny basilisk
STARTING HAND
Rampant Growth
Ironbark Treant
Young Treant
Tiger Cub
Tiny basilisk
WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant
NextHand
Tiny basilisk
fairy dragon
Merfolk (1/1)
fairy dragon
Bone Collector
Discard
Playful Panda
Tiny basilisk
Tiger Cub
Rampant Growth
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
young treant, reshuffle, draw 1 - ($4)
panda trades with zombie
oni readily kills skeleton
tech 2 balance - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2+A)
-
Elite:
-
Scavenger: Onimaru, lvl 5, (3/3)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
hmmm, well, just keep swimming here. cant stop the tech 2 rush, but i can go with my own. with 8 gold he’ll be pressed to run zane in there. hopefully no surprise attack.
"