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

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

  • :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: Skeleton (1/1)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Arg (1/4 lvl 3)
  • Nautical Dog (1/1)
  • Bone Collector (3/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7

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 :slight_smile:


"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:

  • :psblueshield: Squad Leader: playful panda (2/2+A)
  • :psfist: Elite: Young Treant (1/2)
  • :ps_: Scavenger: overeager cadet (2/2)
  • :pschip: Technician: overeager cadet (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
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

  • :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
  • Tech2 HP: 5 GROWTH

In Patrol:

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

In Play:

  • Arg (1/4 lvl 3)
  • Bone Collector (3/1)
  • Bone Collector (3/3)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

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:

  • :psblueshield: Squad Leader: Merfolk Prospector (1/1+A)
  • :psfist: Elite: tiger cub (3/2)
  • :ps_: Scavenger: OEC (2/2)
  • :pschip: Technician: OEC (2/2)
  • :target: Lookout:

In Play:

  • flagstone garrison 4HP
  • flagstone garrison

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
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

  • :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
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (6/6)
  • :exhaust: Technician: Skeleton (6/6)
  • :target: 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:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

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:

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

In Play:

  • flagstone garrison 3hp
  • playful panda (2/2)
  • Midori (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • 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: Water Elemental (3/3+1armor)
  • :psfist: Elite: Skeleton (1+1/1)
  • :pspig: Scavenger: Zombie (2/2)
  • :exhaust: Technician: Horror (3/3)
  • :target: 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:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

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:

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

In Play:

  • playful panda (2/2)
  • Midori (2/2)
  • OEC (2/2)
  • SK (1/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
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

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+1armor)
  • :psfist: Elite: Skeleton (1+1/1)
  • :pspig: Scavenger: Zombie (2/2)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: 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:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

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:

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

In Play:

  • flagstone garrison
  • Young Treant (1/2)
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

it is over…-theoden

"

Guess not :wink:

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

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

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Horror (8/8+1armor)
  • :psfist: Elite: Skeleton (6+1/6)
  • :pspig: Scavenger: Zombie (7/7)
  • :exhaust: Technician: Skeleton (6/6)
  • :target: 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:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

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:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 5
    "

:slight_smile: 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 :wink:

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

Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bloodburn
Mad Man
Nautical Dog
Makeshift Rambaster
Pillage

End of Turn Discard

Charge
Bombaster
Scorch

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:

  • :psblueshield: Squad Leader: Wisp (0/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)
  • Onimaru, lvl 1, (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "

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

Lich’s Bargain x2


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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Garth (1/2 lvl 1)
  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bombaster
Makeshift Rambaster
Pillage
Lich's Bargain

End of Turn Discard

Charge
Bombaster
Scorch

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:

  • :psblueshield: Squad Leader: Bone Collector (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/1)
  • Onimaru, lvl 5, (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Zombie (2/2)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Garth (1/2 lvl 1)
  • Horror (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

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:

  • :psblueshield: Squad Leader: Young Treant (0/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Onimaru, lvl 5, (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
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.

"