Your actions say you teched 2 cards, but your discard is the right size. I assume it’s just a formatting error, but just in case, you should skip teching on your first turn.
"P2T1
StartingHand Workers
STARTING HAND
Nullcraft
Neo Plexus
Forgotten Fighter
Fading Argonaut
Tinkerer
WORKERS
Tinkerer
NextHand
Plasmodium
Battle Suits
Temporal Research
Time Spiral
Hardened Mox
Discard
Fading Argonaut
Neo Plexus
Forgotten Fighter
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Nullcraft - ($2)
Nullcraft kills MP, you gain 1 gold
Build tech 1 - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nullcraft (1/1) [E]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Hmm. Nullcraft lets me shut down their Merfolk before it starts. They get 1 gold either way, but in the likely situation where they develop strongly onto their board T2, it might grant more before I can hit it. Pretty easy at this point in the game to put tokens in front of Fading Argonaut and actually punish the fading. I’ll go for the Nullcraft. Hopefully I can survive this slow start.
Accidentally put my worker in Tech. Fixed, need to keep an eye out for any mistakes in formatting moving forward in case I missed something.
STARTING HAND
Tiger Cub
Rampant Growth
Verdant Tree
Forest’s Favor
Playful Panda
WORKERS
W1 - Rich Earth
W2 - Tiger Cub
NextHand
Forest’s Favor
Spore Shambler
Young Treant
Ironbark Treant
Nimble Fencer
Tech 2 card(s)
Get Paid - ($5)
scav gold - ($6)
Worker - ($5)
playful panda - ($3)
tech 1 - ($2)
mid cal, cal hits your tech 1 for 3 damage, your tech one to 2 HP. - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp (0/1) resist 1
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
Cal, lvl 3, (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
interesting start, should i go with verdant tree?
however, with zane as an option, plus nullcraft, he could just kill cal as she stands. or he could midband zane for 5 and kill my verdant tree (however unlikely)
i think ill have to let the nullcraft stick around for the time being, and bring in panda to keep the rewards flowing. ill need panda to deal with his patrol next turn anyways.
teching in huntress for antiair (plus 3/3 body), and then nimble fencer for haste to get at his backline, or even his tech 1. Midband cal to survive zane rush. patrolling wisp in tech so i can draw into tech 1’s, plus play 2 unitsd next turn as PLayer 1.
long term, he is definitely built to peace engine here, but he has no threat againt Molac. depending on how well huntress and nimble fencer fair, that might be the best route to deal with his strong board presence. that, plus blooming elm. we’ll see though, no need to decide just yet.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Hardened Mox - ($2)
Play General Onimaru - ($0)
Attack Playful Panda with Nullcraft for 1 damage
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: General Onimaru (level 1, 2/3+A)
[I]Elite[/I]: Hardened Mox (2/1)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nullcraft (1/1) [E]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 2
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Hoo boy. This is a problem. Going by their codex, I’m guessing the plan is Might of Leaf and Claw + cheap haste via Finesse (Side note: wow, Finesse is really strong. I never noticed until now). Not totally sure what role Feral plays in that. Probably just a beatstick hero and mono-color bonus, though the spells are all potentially useful to that game plan and it gives some nice tech 1 anti-air.
Calamandra can sneak through to finish off my Tech 1 building no matter what I put in front of her, and I’m reasonably confident they intend to do so, since they put Wisp in technician instead of scavenger. That weakens my already diminished ability to tempo out with soldiers, so I can’t hope to win before he launches activates his upgrade.
If I’m not far ahead on the board by the time Might of Leaf and Claw lands, I will lose. I need to delay it. Consistently trashing workers for the next few turns does that, limits the pain of losing my tech 1 for this shuffle, and hopefully lets me transition smoothly into Marauders. I’ll need to leverage the economic disparity into a board wipe soon so I can build and stick tech 2. Need to keep giving Calamandra juicy targets, too, lest they counter by fetching Predator Tigers to punish my lack of tech 1 blockers.
It’s a tall order, but it seems like my most likely win condition.
Added bonus, my absolute garbage hand lets me fake a Mox/Bootcamp strategy. Not much, but maybe I can threw them off the scent and bait a misplay.
Forest’s Favor
Playful Panda (2/1)
Young Treant
Spore Shambler
MoLaC
MoLaC
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nimble Fencer - ($3)
Forest Favor Cal - ($1)
Cal kills Oni, maxbands and heals
Panda trades with Mox, sidelines Mox
Nimble fencer breaks your tech 1, your base to 18
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp (0/1) resist 1
[I]Lookout[/I]:
[B]In Play:[/B]
Cal, lvl 3, (5/6)+
Nimble Fencer (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
hmmm, well, at least i have the threat of max cal at this point. he can either spend gold on a tower, or keep patroling fodder. i expect he’s bring out zane to either chaos mirror or detonate. patrolling wisp in tech to make sure i reshuffle my discard into my deck and keep the good cycle going. looking like MoLaC for game winner, but maybe not til later.
Spore Shambler
Rampant Growth
Star Crossed Starlet
Tech 2 card(s)
Get Paid + float - ($8)
trash a worker
minus 1 for reduced worker - ($7)
Rampant Growth Wisp, sidelines Mox, takes no damage back
Nimble Fencer kills Zane, takes 2 back
Cal breaks your tech 1, your base to 16
Huntress - ($5)
Hero’s Hall - ($3)
Float ($3)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Huntress (3/3+A) anti-air
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Cal, lvl 5, (5/5)+
Nimble Fencer (2/1)
Wisp (0/1) resist 1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 7
Thoughts
with looks pretty locked up. however, im not easing up yet. ive seen people come back from worse.
Just a heads up, I’m heading into surgery this morning. I hope to be back online shortly to finish our game, but just in case…
@Bob199, in the event that this is the last open match of round 2 or it is otherwise convenient to end it to keep the tournament running smoothly, I concede.
There’s no way I’m coming back from this either way. I lost when I elected to build Tech 1 turn 1 instead of developing my board.
@Salrane hope all goes well with surgery, don’t sweat the tourney the beauty of this play-by-post format is we can take our time with games and let life happen in the meantime.
It’s a holiday weekend for many folks anyway, so this next round of the tourney is likely to be slower / elongated. People hungry for a game can usually find a match anyways. We’ll all be okay if this game goes a little longer
Thank you for the kind words, both of you. I’m far from normal, but well enough now that I can manage a turn on my phone every once in a while. Game on.
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
star crossed starlet - ($7)
Spore shambler - ($4)
move 1 rune to Huntress - ($3)
move 1 rune to star crossed starlet - ($2)
Arg, summon wisp - ($0)
Huntress kills Oni, sidelines mox with sparkshot, Arg gains 2 levels, survivers with 1
Star Crossed Starlet breaks your tower, takes 1, your base to 14
Cal breaks your tech 1, your base to 12
Nimble fencer hits your base to 10
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Spore Shambler (0/1)+A
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Arg, lvl 3, (1/4)
[I]Lookout[/I]:
[B]In Play:[/B]
Cal, lvl 3, (5/4)+
Nimble Fencer (2/1)
Star Crossed Starlet (4/2)
Huntress (4/1)+
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 5
Disc: 2
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
fully expecting zane next turn. honestly, this is definitely NOT over, because ive gone so far down on cards.
WORKERS
Tinkerer
Time Spiral
Forgotten Fighter
Plasmodium
Brave Knight
NextHand
Brave Knight
Chaos Mirror
Temporal Research
Detonate
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Play Captain Zane - ($7)
Play Chaos Mirror to swap the printed ATK of Hardened Mox and Huntress - ($5)
Play Surprise Attack, summoning 2 sharks - ($0)
Zane kills Spore Shambler
Mox kills Arg, Zane levels to 3
Nullcraft kills Wisp, you gain 1 gold
Sharks trade with Huntress and Star-Crossed Starlet
Rebuild Tech 1
star crossed starlet
stampede
Spore Shambler (0/1)+A
Huntress (4/1)+
Star Crossed Starlet (4/2)
behind the ferns
oversized rhino
Forest’s Favor
Tech 2 card(s)
Get Paid - ($8)
tech draw 1
scav gold - ($9)
Worker - ($8)
Cal hits your base to 5
forest favor nimble fencer, hits your base to 2
new nimble fencer from hand, hits your base to zero…
wow, good game man. i was honestly scared when you dropped such a heavy turn on my with chaos mirror and sharks. i dont like going down on cards, but i felt committed to my ‘give everything to breaking his tech 1’ strategy.