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IsotopeX (MonoGreen) vs DreamFire (MonoRed)


#61

"P2T3


Tech StartingHand Workers

TECH
Plague Spitter (Tech 1 Cost 3)
Doom Grasp (Necro Magic Cost 4)


STARTING HAND
Sacrifice the Weak
Bone Collector (Tech 1 Cost 2)
Bone Collector (Tech 1 Cost 2)
Jandra, the Negator


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator


NextHand

Graveyard
Summon Skeletons
Deteriorate


Discard

Skeleton Javelineer (1/1 javelin rune)
Pestering Haunt (1/1 unstoppable)
Sacrifice the Weak
Plague Spitter (Tech 1 Cost 3)
Doom Grasp (Necro Magic Cost 4)


Tech 2 card(s)
Get Paid+Scavenger - ($8)
Worker - ($7)
Pestering Haunt trades with your Tiger Cub
Bone Collector X2 - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+1A makes skellies)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Thieving Imp (2/2)
  • :pschip: [I]Technician[/I]: Bone Collector (3/3 makes skellies)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

#62

P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Spore Shambler
Centaur
Ironbark Treant
Young Treant


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant


NextHand

Rampant Growth
Galina Glimmer
Forest’s Favor
Spirit of the Panda


Discard

Tiger Cub
Tiny Basilisk
Playful Panda
Young Treant
Spore Shambler
Blooming Ancient
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Centaur - ($4)
Tech II (Growth) - ($0)
Basilisk trades with SQL Collector
Arg buffs Panda
Panda trades with tech Collector, you get a card

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp A (0/1)
  • :target: [I]Lookout[/I]: Wisp B (0/1)
    [B]In Play:[/B]
  • Arg lvl 3 (1/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I’m going with a straightforward Growth plan, not going to let that tower discourage me!
Trading Basilisk for BC is ok value, given that I can’t reach Garth, nor use Ferocity anytime soon.
Trading Panda for the other BC is a tougher decision. On the one hand, I’m keeping IsotopeX’s board very tame and getting good value for Panda (plus getting him back into circulation for future Blooming Ancient runes). On the other hand, I’m speeding up IsotopoeX’s reshuffle, and going down on units to use with Stampede or MoLaC. It also leaves me open to a possible Deteriorate + Sac the Weak + boosted Executioner, though that would be his entire next turn.
Eventually, I’d rather have fewer bodies on either side of the board next turn, to get good value out of SotP on my Centaur. And I can easily fill my board back up again with maxband Arg and a 2nd hero.

Edit: forgot to indicate my spec choice for Tech II


#63

"P2T4


Tech StartingHand Workers

TECH
Sickness (Disease Magic Cost 2)
Plague Spitter (Tech I Cost 3)


STARTING HAND
Graveyard
Deteriorate
Summon Skeletons
Plague Spitter (Tech 1 Cost 3)


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons


NextHand

Sickness (Disease Magic Cost 2)
Bone Collector (3/3 makes skellies)
Sacrifice the Weak
Plague Spitter (Tech I Cost 3)


Discard

Thieving Imp (2/2)
Deteriorate
Plague Spitter (Tech 1 Cost 3)
Graveyard


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Deteriorate on Centaur (he becomes 2/3+1A)
Garth to midband (now 2/4) - ($4)
Thieving Imp sacrifices himself attacking Centaur, does 1 damage after armor
Garth kills Centaur, takes 2 damage
Garth levels to maximum - ($1)
Garth summons up a Bone Collector
Garth creates a Skeleton - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Garth Lv. 7 (3/4+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Bone Collector (3/3+1A makes skellies)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

#64

P1T5


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Galina Glimmer
Rampant Growth
Forest’s Favor
Spirit of the Panda


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
Forest’s Favor


NextHand

Spore Shambler
Might of Leaf and Claw
Tiger Cub


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Spirit of the Panda on Wisp A - ($3)
Rampant Growth on Wisp A - ($1)
Arg taps to buff Wisp A
Wisp A kills Garth, taking 1 damage after armor - ($2)
Arg levels to max - summons Water Elemental
Calamandra - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp B (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg lvl 5 (1/5)
  • Wisp A (2/2), with Spirit of the Panda
  • Calamandra lvl 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I’m going low on cards taking Garth out, but at least I have a pretty strong board left afterwards, and I don’t expect IsotopeX to have a scary hand next turn: it’s the two cards he teched on turn 3 - most likely a tech I unit and a Garth spell - and maybe Sac the Weak. So even with a boosted Executioner, both my heroes and one unit should survive to next turn.
I’m teching copies of Blooming Ancient and MoLaC to increase the chances of drawing either of them. In case I don’t, I might just maxband Cala and pull a Tiger in, to replenish my hand size.


#65

"P2T5


Tech StartingHand Workers

TECH
Gorgon (Tech II Disease Cost 3)
Gorgon (Tech II Disease Cost 3)


STARTING HAND
Bone Collector (3/3 makes skellies)
Plague Spitter (Tech I Cost 3)
Sickness (Disease Magic Cost 2)
Sacrifice the Weak


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons


NextHand

Plague Spitter (Tech I Cost 3)
Skeleton Javelineer (1/1 javelin rune)
Pestering Haunt (1/1 unstoppable)
Doom Grasp (Necro Magic Cost 4)


Tech 2 card(s)
Get Paid - ($9)
Orpal - ($7)
Orpal casts Sickness on Water Elemental (now 2/2+1A) and Calamandra (now 1/2) - ($5)
Bone Collector kills Water Elemental, takes 2 damage, makes a Skeleton
Tech 2 (Disease) - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Orpal Lv. 1 (1/3 dirty damage)
  • Bone Collector (3/1 makes skellies)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
    "

#66

WP anticipating Garth’s demise and teching an Orpal spell! Keeps me under 5 attackers…

A couple of clarifications before I take my turn:
Did you intentionally skip a worker? If so, shouldn’t your hand be up a card? 4 in starting hand minus Sickness should be discard 3, draw 5.
Second thing has to do with dirty damage and armor. Say I attack Orpal with a unit buffed by Arg’s midband. Since I’m the active player, can I decide that Orpal’s dirty damage goes to armor, and the unit only takes 1 damage from tower (and no -1/-1 rune)?


#67

Actually, I don’t need to know that to play my turn. Here goes!

P1T6


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Might of Leaf and Claw
Tiger Cub
Spore Shambler


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
Forest’s Favor


NextHand

Blooming Ancient
Young Treant
Playful Panda


Discard

Tiger Cub
Moment’s Peace
Moment’s Peace


Tech 2 card(s)
Get Paid - ($9)
Spirit of the Panda heals Wisp A for 1
Skip worker
Might of Leaf and Claw - ($6)
Arg kills scav skeleton, you get 1 gold, 1@MoLaC
Calamandra to midband, now 2/3 - ($4)
Calamadra kills tech skeleton, you draw, 2@MoLaC
Spore Shambler - ($1)
Move rune from Shambler to Wisp A, now at 3/4 - ($0)
Wisp A kills Orpal, + and - runes cancel each other out, Calamandra to maxband and heals, 3@MoLaC - ($1)
Move rune from Shambler to Wisp B, now at 1/2 - ($0)
Wisp B trades with Bone Collector, 4@MoLaC

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Spore Shambler (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg lvl 5 (1/3)
  • Wisp A (2/2), with Spirit of the Panda
  • Calamandra lvl 5 (3/4), with -1/-1
  • Might of Leaf and Claw, with 4 growth runes
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

This was a big turn. I only need one more attack to activate MoLaC, which would probably be GG, and I don’t think he can clear all my guys from an empty board.

After the discard/draw: yeah, that’s about the best hand I could hope for. Not to get ahead of myself, but I think I’ve got this in the bag.


#68

Yeah, I was sure Garth was going to die sooner or later. I had skipped a Worker, you’re right that my hand got messed up but I’m not sure it matters. I think I ended up deleting a Bone Collector on my end, because I only have one listed. Let’s see if I can recover.


#69

"P2T6


Tech StartingHand Workers

TECH
Cursed Ghoul (Tech II Cost 4)
Spreading Plague (Disease Magic Cost 4)


STARTING HAND
Skeleton Javelineer (1/1 javelin rune)
Pestering Haunt (1/1 unstoppable)
Doom Grasp (Necro Magic Cost 4)
Plague Spitter (Tech I Cost 3)
Sickness (Disease Magic Cost 2)


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons


NextHand

Sacrifice the Weak
Plague Spitter (Tech 1 Cost 3)
Gorgon (Tech II Disease Cost 3)
Gorgon (Tech II Disease Cost 3)
Deteriorate


Discard

Bone Collector (3/1 makes skellies)
Cursed Ghoul (Tech II Cost 4)
Spreading Plague (Disease Magic Cost 4)
Doom Grasp (Necro Magic Cost 4)
Sickness (Disease Magic Cost 2)
Plague Spitter (Tech I Cost 3)
Skeleton Javelineer (1/1 javelin rune)


Tech 2 card(s)
Get Paid + float+scavenger+technician - ($11)
Garth (who also summons a Skeleton) - ($8)
Doom Grasp: I sacrifice a Skeleton, Calamandra dies, Garth gains 2 levels - ($4)
Pestering Haunt
Garth levels to maximum - ($0)
Garth summons a Cursed Ghoul, who puts a -1/-1 rune on Pandawisp

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Cursed Ghoul (4/5+1A unstoppable by diseased units)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Pestering Haunt (1/1 unstoppable)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv. 3 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

#70

Pestering Haunt can’t patrol, IIRC. Does that change your turn somehow?


#71

u RC, it cannot.


#72

Sorry, I forgot to move that little freak out of position. He’ll trade with the Pandawisp.


#73

P1T7


Tech StartingHand Workers

TECH
Stampede
Stampede


STARTING HAND
Playful Panda
Young Treant
Blooming Ancient
Rampant Growth (Treant draw)


WORKERS
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
Forest’s Favor
Rampant Growth


NextHand

Blooming Ancient
Galina Glimmer


Discard

Tiger Cub
Moment’s Peace
Moment’s Peace
Stampede
Stampede
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($9)
Blooming Ancient - ($5)
Young Treant, 1 rune on BA, I draw - ($3)
Worker - ($2)
Move rune to Spore Shambler
Shambler suicides on Cursed Ghoul, MoLaC activated
Arg, now at 6/8, Cursed Ghoul
Playful Panda + wisp, 2 runes on BA - ($0)

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (5/7A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (5/6)
  • :target: [I]Lookout[/I]: Blooming Ancient (9/11), with 2 runes
    [B]In Play:[/B]
  • Arg lvl 5 (6/3)
  • Playful Panda (7/7)
  • Might of Leaf and Claw, activated
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10