I label my sheets as “vs [abbreviated opponents name]” which means this one comes out as “vs Newb”
"P2T2
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Rich Earth
Verdant Tree
Merfolk Prospector
Playful Panda
Rampant Growth
WORKERS
Spore Shambler
Rich Earth
NextHand
Young Treant
Playful Panda
Ironbark Treant
Forest’s Favor
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build tech I - ($3)
Summon verdent tree - ($1)
Summon merfolk prospector - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Tiger Cub(2/1)
Technician:
Lookout:
In Play:
Merfolk Prospector(1/1)
Verdant Tree(3)
Cal lvl 1(2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
so uhhhhh, possible garrison next turn? I need an extra gold so he could avoid it by killing prospector and doing nothing else. Then I’m setup for asap garrison. I don’t think he has enough gold to kill the tree.
So close and yet so far with the draw. Verdent rush really only works with a fast cycle like an early young treant. still setup for garrison.
ummmmm, verdant tree, rushing tech 2 anyone? not sure if h’s going peace engine still, but i should be aggressive to deal with it. il tech a nature reclaims just in case. building hero’s hall to get access to Vir/MIdori in case I need them. 2/2 mox is still pretty good, and i can boot camp it the rest of the game.
actually, he could rampant growth or forest favor cal to kill oni anyways, so instead of single bootcamp and hero’s hall, ill patrol Oni in tech to get rewards. if he kills him, i get at nature reclaims to get his verdant tree, if not, then i have a nice board to attack with.
Tech 2 card(s)
Get Paid+scav - ($8)
Worker - ($7)
Build tech II, peace - ($3)
Build tech lab, blood - ($2)
Verdant tree tries to be useful.
Midband Cal and kill Onimaru, you draw and Cal maxbands - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Verdant Tree(3)
Cal MAX(4/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Tech Lab HP: 4 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
so hear me out. He has no haste and no more bootcamp. he can kill my tech and I just verdent tree it back up, or he can kill Cal and my tech is alive. I don’t think he can get my tech AND the tree. Natures reclaims would suck, but then I still have max Cal and it wasn’t used on a Garrison.
Tech 2 card(s)
Get Paid + float - ($8)
tech draw
mox hits your tech 2 down to 2
nullcraft hits your tech 2 down to 1
worker - ($7)
fargo - ($5)
tech 2 peace - ($1)
Float ($1)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Fargo (2/3)***
Lookout:
In Play:
Nullcraft (1/1)
Mox (3/3) ++
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
good old bloody peace engine. ill bet he has double gliders floating in there in addition to the garrison. well, good thing i teched nature reclaims. ill use that next turn, and then break his tech 2 with nullcraft, or he can have one of his flyers get at it himself.
Ironbark Treant
Crashbarrow
Playful Panda
Forest’s Favor
Shoddy Glider
Tech 2 card(s)
Get Paid - ($8)
Build flagstone garrison - ($5)
Summon crashbarrow, draw - ($2)
Summon Onimaru - ($0)
Crashbarrow kills Argo, overpowers 3 to your tech II
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Onimaru lvl 1 (2/3+A)
Elite:
Scavenger: Cal MAX(4/5)
Technician:
Lookout:
In Play:
Verdant Tree(3)
Flagstone Garrison(4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Tech Lab HP: 4 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Workering and prospector for defense runs a 25% chance risk of drawing the second crashbarrow early. Also merfolk is easier to get through, but he only has mox and null. Null can’t do it to allow mox to kill tree. Null really wants to kill my tech II instead aswell. --------------------------------------- Fucking bootcamp. I just realised that just one defender gets sidelined by Bootcamp which allows him to kill both easily. Even two defenders if he has two bootcamp. Its been two reshuffles since the bootcamps were last play so one is very likely. His tech II gets to live; I need more than one defender. I’m thinking skip worker and double hero. This way I dodge FF and one bootcamp doesn’t destroy me. If he does have double boots then he has to buff both my heros and defend against them next turn. Or he could just sit back and setup his own garrisons. --------------- Or he just Natures Reclaims. If he didn’t tech that against this deck then idk what he is doing. If he uses it against the tree then I’m ultimately happy. Is this a tech I peace engine with bootcamps? Can’t assume that, I’ll just hit his tech II.
hmmmmm, tough situration here, but maybe can get garrison cycle going next turn. shouldnt count on it thought, because he can just CB or stealth cal into me. but not too much to do outside of that. not relying of tech 2’s too much for the moment, so putting midori in technician, even though i could really use the gold. let’s hope he doesnt have feral strike (which would be odd given his bloody peace engine set up. lets also hope against another garrison carashbarrow combo. that would be unfortunate.
decided to midband midori and worker because im guarenteed to get one of the workers, and it gives OEC AND Midori +1 health. also makes for a better wall if he doesnt want to use Cal’s stealth. Also, i can just max Oni next turn for 9 if i dont want to play anything from my hand.
alright, let’s hope i made a good choice. they’re didnt seem to be many great options. lol.
"P1T6
Tech StartingHand Workers
TECH
KOTC
KOTC
STARTING HAND
Neo Plexus
garrison
Tinkerer
garrison
WORKERS
Plasmodium
Temporal Research
Time Spiral
Forgotten Fighter
bootcamp
NextHand
garrison
KOTC
KOTC
garrison
bootcamp
Tech 2 card(s)
Get Paid - ($9)
tech draw
rebuld tech 2, my base to 18
mox breaks tech lab (doesnt rebuild fron VT as it’s an Add-On), your base to 18
max Oni - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Oni, lvl 8, (4/5+A)
Elite: Soldier (2/1)
Scavenger: Soldier (1/1)
Technician: Soldier (1/1)
Lookout:
In Play:
battle suits
Mox (4/3) ++
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
decisions decisions decisions. ill go for the tech lab, because a garrison wouldnt be too bad for me right now without, also, less of a chance compared to those gliders and barrows. full deck next round. all i need is 1 garrison.
Tech 2 card(s)
Get Paid - ($9)
knights forecast to 2
base to 13
gemscout owl, draw 1
Oni - ($7)
bootcamp drill sergeant, sidelined, i reshuffle, draw 1 - ($6)
Mox kills bugbladder, my base takes 1
tinkerer, reshuffle, draw 1 - ($4)
Nullcraft, resuffle, draw 1 - ($2)
Fargo, reshuffle, draw 1 - ($0)
Cadet breaks verdanat Tree
Neo breaks tech 2, your base to 16
nullcraft pings your tech 1 to 3 hp
Float ($0)
Discard 5, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Fargo (3/3+A)***
Elite:
Scavenger: Oni, lvl 1, (2/3)
Technician: Tinkerer (1/2)
Lookout:
In Play:
battle suits
garrison: 4HP
KOTC (5/4) **
KOTC (5/4) **
Mox (4/3) ++
Neo Plexus (3/2)
OEC (3/2)
Nullcraft (1/1)
gemscout owl (0/1)
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
well, this was a tough one, but im going with no nature reclaims for now. time to flip teh switch and break his tech 2, and i obviously need to break his verdant tree along with it. that gives me some breathing room next turn. next turn, i think i can drop drill sergeants and feed the nullcraft runes. about time. i was hoping to have brought out the Mox/Craft combo loaded with runes by now, but no such luck.
yeah. you go ahead and take P1. bad luck there on that final hand. i knew i had to get that tech 2 eventually, but didnt expect it to end the game. lets see if that luck holds next game.