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LTD2 Codex Newb Feral Growth Finesse vs Dreamfire Blood Feral Present


#1

@Dreamfire

GLHF

"P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Playful Panda
Rampant Growth
Young Treant
Merfolk Prospector


WORKERS
Verdant Tree


NextHand

Forest’s Favor
Tiger Cub
Ironbark Treant
Rich Earth
Spore Shambler


Discard

Rampant Growth
Young Treant
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Merfolk Prospector (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

cal as his hard hitter means that i should also open with cal and threaten stealth hero snipe.

he’s got a strong tech 2 advantage, but no upgrdae removal as far as the eye can see.

argo’s wil be tough, just his heavy units in general. probably try and go hero’s hall to being out arg and polymorph squirrels (as P1 I can draw into mine first).

long term…need to break his tech 2 somehow. probably fencers, discord

"


#2

GL HF!

P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Bombaster
Careless Musketeer
Mad Man
Bloodrage Ogre


WORKERS
Careless Musketeer


NextHand

Nautical Dog
Scorch
Charge
Bloodburn


Discard

Mad Man
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Bombaster - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]
*
[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6
Thoughts

Game #4 out of 5 starting as P2, and again facing a strong start. At least I have an opening split that would let me keep up.
CodexNewb will need a combat spell to get through Brogre, otherwise I can punish him next turn with a Charged Dog.


#3

"P1T2


Tech StartingHand Workers

TECH
nimble fencer
nimble fencer


STARTING HAND
Spore Shambler
Ironbark Treant
Rich Earth
Forest’s Favor
Tiger Cub


WORKERS
W1 - Verdant Tree
W2 - Rich Earth


NextHand

nimble fencer
Spore Shambler
Young Treant
Rampant Growth
Playful Panda


Tech 2 card(s)
Get Paid - ($5)
tap merfolk for that gold - ($6)
Worker - ($5)
tech 1 - ($4)
Ironbark Treant - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/2+AA)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Cal, lvl 1, (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

hmm, boombaster AND BRO, pretty offensive opening. well, i dont see cal surviving for very long. he’ll for sure bring outa hero next turn. next turn he could potentially gg 6 drak 4 charge 2 mad man 1 nautical dog 0 (or swap charge for bombaster’s effect. whatever you want. i doubt he wouldnt have played a 1 drop if he had it given his past games with this deck. although i will say, him going all out this early without a hero’s hall would be a little overkill.

the point is, Cal is not staying around long anyways, so i might as well trade her at cost. putting ironbark at Elite ensures he trades into him with at least 2 units, unless if he wants to waste charge or spend extra on scortch. also, bombaster wont survive to attack AND use his effect. Ill have to just let Cal go here and get a card out of her.

teching in DOUBLE Fencer because ill want to try and hit back hard if i can draw into both of them. him being down cards gives me some breahting room. next round of teching would inviove Argo removal.

"


#4

P2T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Scorch
Nautical Dog
Charge
Bloodburn


WORKERS
Careless Musketeer
Bloodburn


NextHand

Scorch
Pillage
Makeshift Rambaster
Charge
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Calamandra - ($1)
Bloodrage Ogre trades with your Calamandra, mine to midband, you draw

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra lvl 3 (3/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*
Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I don’t get it, does he want me to score free lvls off Cala?
I’m actually considering midband Drakk for a patrol zone clear, but I don’t think I’d have anything to play next turn, and I have no idea what I’d tech.
So I’ll go with the more solid Cala, who should survive anything but double Fencers or Fencer + Rampant Growth. And I’ll tech Argo’s to play while teching up next turn.


#5

"P1T3


Tech StartingHand Workers

TECH
polymorph squirrel
polymorph squirrel


STARTING HAND
Playful Panda
Spore Shambler
nimble fencer
Young Treant
Rampant Growth
nimble fencer


WORKERS
W1 - Verdant Tree
W2 - Rich Earth
W3 - Playful Panda


NextHand

Young Treant
Ironbark Treant (3/2)
Tiger Cub
Forest’s Favor
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($7)
tap merfolk, get dat cash money - ($8)
Worker - ($7)
NImble Fencer - ($5)
Arg - ($3)
rampant Growth on Nimble Fencer - ($1)
Ironbark Treant Trades with Bombaster
Nimble Fencer kills Cal, takes 1 back, Arg to mid

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


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

  • :psblueshield: [I]Squad Leader[/I]: wisp (0/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Arg, lvl 3, (1/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1+A)
  • nimble fencer (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

so here’s the gold play at work.
+! merfolk
-1 ironbark bombaster trade
+2 cal kill (1 car swing)

all that aside, ill need to tech 2 next turn. GG+Float=8 worker 7 merfolk 8 tech 2 4 PMS 1

his next turn is GG+F=8 worker 7, Argo (most likley based on previous games) 4, tech 2

that means I can PMS to clear his Argo with no immediate trade, but I’ll need to prepare for crashbarrows.

however, if i have the chance to break his tech 2, i might tech stampede and max arg isntead of tech 2 fora turn. unless, if i end up going tech 2, i might just bring oversized rhino out immediately.

"


#6

P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Pillage
Bloodrage Ogre
Scorch
Charge
Makeshift Rambaster


WORKERS
Careless Musketeer
Bloodburn
Scorch


NextHand

Charge
Argonaut
Nautical Dog
Mad Man
Argonaut


Tech 2 card(s)
Get Paid + float - ($8)
Scav gold - ($9)
Worker - ($8)
Tech 2 (Blood) - ($4)
Bloodrage Ogre - ($2)
Geiger - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Geiger lvl 1 (2/3)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]
*
[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 5
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8
Thoughts

If that was a trap, it worked pretty damn well. It won’t stop me from getting to tech 2 first and going all in on the Blood plan.

After the draw: didn’t get a Crashbarrow, but Argo+Charge is also a nice combo.


#7

"P1T4


Tech StartingHand Workers

TECH
star crossed starlet
maestro


STARTING HAND
Forest’s Favor
Tiger Cub
Ironbark Treant (3/2)
Young Treant
Rampant Growth


WORKERS
W1 - Verdant Tree
W2 - Rich Earth
W3 - Playful Panda
W4 - Ironbark Treant (3/2)


NextHand

nimble fencer (2/3)
polymorph squirrel
polymorph squirrel
Spore Shambler


Discard

star crossed starlet
maestro
nimble fencer (3/1)
Rampant Growth
Forest’s Favor
young treant
Tiger Cub


Tech 2 card(s)
Get Paid + float - ($8)
merfolk finds a gold nugget - ($9)
Worker - ($8)
Forest Favor Nimble Fencer - ($6)
NImble Fencer trades with Bro
rampant growth Arg - ($4)
Arg kills geiger, maxes, summon WE
tech 2 finesse - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: wisp (0/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Water Elemental (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Arg, lvl 5, (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

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

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

well, that hero trade worked out well. now to deal with his crashbarrows. i cant do anything if he’s already got 2 of them. so ill just patrol to maximize rewards. he could also drop double argo.

PMS to deal with argo, or whatever tech 1 units he brough in. im about to find out since he didnt drop any last turn. maestro and fencers to deal with his tech 2.

ideal next turn, i PMS whatever strong bodies he drops, snipe with fencer, who is hopefully free from maestro.

"


#8

P2T4


Tech StartingHand Workers

TECH
Kidnapping
Ogre Recruiter


STARTING HAND
Argonaut
Nautical Dog
Mad Man
Argonaut
Charge
Bombaster (tech draw)


WORKERS
Careless Musketeer
Bloodburn
Scorch
Nautical Dog


NextHand

Crashbarrow
Pillage
Crashbarrow
Makeshift Rambaster
Ogre Recruiter


Tech 2 card(s)
Get Paid - ($8)
Technician draw
Worker - ($7)
Argonaut - ($4)
Argonaut - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argonaut (3/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]
*
[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 5
  • Disc: 0

[B]Gold:[/B]

  • Gold: 1
  • Workers: 9
Thoughts

A wisp, of all things, is keeping me from executing Argo+Charge. But that’s ok, I’ll stabilize with two Argo’s now, and go nuts with Crashbarrows next turn. I don’t think CodexNewb has tech 2’s in hand so soon, or more than one hasted unit.
I’m teching Kidnapping to try and grab a Grounded Guide, and Recruiter mostly as a combat unit, though it would be nice to snatch a Fencer or something. He also makes for a good TD target.


#9

i dont care if i get knocked out of the tournament because of it…this turn was the best play i have ever made. LMAO

"P1T5


Tech StartingHand Workers

TECH
blademaster
star crossed starlet


STARTING HAND
Spore Shambler
nimble fencer (2/3)
polymorph squirrel
polymorph squirrel


WORKERS
W1 - Verdant Tree
W2 - Rich Earth
W3 - Playful Panda
W4 - Ironbark Treant (3/2)
W5 - Spore Shambler


NextHand

blademaster
polymorph squirrel


Tech 2 card(s)
Get Paid - ($8)
merfolk, strikes silver, gain a coin - ($9)
Worker - ($8)
Poly Morph Squirrel your SQL Argo - ($5)
Polymorph squirrel your scav argo - ($2)
Nimble Fencer - ($0)
NImble fencer takes out your SQL squirrel, takes 1 back
Arg takes out your scav squirre, takes 1 back
water elemtnal hits your tech 2 down to 2

Float ($0)
Discard 0, reshuffle, draw 2


[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]: wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Arg, lvl 5, (1/5)
  • Water Elemental (3/3)
  • nimble fencer (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

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

  • Hand: 2
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

win lose or draw, double polymorph squirrel was WORTH IT. bwahahahahahaha

"


#10

This is definitely setting up to be a crazy game.

P2T5


Tech StartingHand Workers

TECH
Crash Bomber
Captured Bugblatter


STARTING HAND
Pillage
Crashbarrow
Crashbarrow
Makeshift Rambaster
Ogre Recruiter


WORKERS
Careless Musketeer
Bloodburn
Scorch
Nautical Dog


NextHand

Bloodrage Ogre
Charge
Bombaster
Mad Man
Kidnapping


Discard

Argonaut
Argonaut
Crashbarrow
Crashbarrow
Ogre Recruiter
Makeshift Rambaster
Pillage
Crash Bomber
Captured Bugblatter


Tech 2 card(s)
Get Paid + float - ($10)
Scav gold - ($11)
Skip worker
Crashbarrow - ($8)
Geiger - ($6)
Crashbarrow kills wisp and overpowers to kill Arg, Geiger to midband, you draw
Geiger to maxband, flickers Crashbarrow - ($4)
Crashbarrow #2 - ($1)
Crashbarrows hits your base down to 8 and die

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Geiger lvl 5 (3/4)
  • :target: Lookout:

In Play:
*
Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Switching to a base race here. I have to kill Arg to set up Geiger’s maxband, but that’s a good idea anyway since Stampede is a thing.
I’m likely to lose my tech 2 next, but that’s fine considering my next hand. The question is, can I hold on to it the turn afterwards? I’ll tech 1 card as if I can, and 1 as if not.
Should Geiger go in SQL to survive a single Elemental/Fencer buffed by Grounded Guide? CodexNewb’s drawing into a pretty thick deck, so I guess I’ll risk it. If GGuide does show up, at least I’ll have a nice Kidnapping target. Skipping a worker to keep my cycle going, and because I don’t expect this game to last much longer.


#11

EDIT - woops, forgot to tech in two cards since im P1 and didnt have 10 workers during my upkeep. added them in manually since no reshuffle.

"P1T6


StartingHand Workers

STARTING HAND
blademaster
polymorph squirrel
Tiger Cub
***tech in 2 cards manually.
blademaster
maeastro


WORKERS
W1 - Verdant Tree
W2 - Rich Earth
W3 - Playful Panda
W4 - Ironbark Treant (3/2)
W5 - Spore Shambler
polymorph squirrel


NextHand

star crossed starlet
Rampant Growth
polymorph squirrel
Forest’s Favor


Discard

Merfolk Prospector (1/1)
Tiger Cub
blademaster
blademaster
maestro


Tech 2 card(s)
Get Paid - ($9)
tech draw
worker - ($8)
Cal - ($6)
Water elemental and merfolk trade with Geiger
Cal gains lvls from geigers death
Nimble Fencer breaks your tech 2
max cal - ($4)
River - ($2)
mid river - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Cal, lvl 5, 4/5 + A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • River, lvl 3, (2/4)
  • nimble fencer (2/3) resist 1
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

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

  • Hand: 4
  • Deck: 4
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

hmmm, not much to outside of get his tech 2…which isnt too useful since he

"


#12

P2T6


Tech StartingHand Workers

TECH
Crash Bomber
Shoddy Glider


STARTING HAND
Kidnapping
Bloodrage Ogre
Mad Man
Bombaster
Charge
Crashbarrow


WORKERS
Careless Musketeer
Bloodburn
Scorch
Nautical Dog


NextHand

Pillage
Crash Bomber
Argonaut
Crashbarrow
Argonaut


Discard

Charge
Crashbarrow
Kidnapping
Crash Bomber
Shoddy Glider


Tech 2 card(s)
Get Paid + float - ($10)
Rebuild tech 2
Skip worker
Bloodrage Ogre - ($8)
Bombaster - ($6)
Mad Man - ($5)
Tower - ($2)
Drakk - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2A)
  • :psfist: [I]Elite[/I]: Bombaster (3/2)
  • :ps_: [I]Scavenger[/I]: Drakk lvl 1 (1/3)
  • :pschip: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]
*
[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 5

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9
Thoughts

Drew a Crashbarrow off the technician, which is just about the last card I wanted. I also have no good Kidnapping target, and no way to deal base damage. Right now I’m beating myself up for workering Scorch and Bloodburn…
I can kill Cala with a bunch of cards, and leave maxband Drakk in the way of River and Fencer. It might keep my tech 2 alive, but it invites CodexNewb to replay Arg, with all the tokens and spells that entails.
Instead, I can mitigate Cala’s threat with a tower, and just drop bodies to make it harder to both clear my board and leave a patrol up (and hope he didn’t tech Discord…)

After the draw: got 3 direct base damage in my next hand, not counting Crashbarrow and the tech draw.


#13

not much else i can do. this is probably it.

"P1T7


StartingHand Workers

STARTING HAND
Rampant Growth
polymorph squirrel
Forest’s Favor
star crossed starlet


WORKERS
W1 - Verdant Tree
W2 - Rich Earth
W3 - Playful Panda
W4 - Ironbark Treant (3/2)
W5 - Spore Shambler
polymorph squirrel


NextHand

star crossed starlet
young treant
maestro
nimble fencer (3/1)


Discard

Merfolk Prospector (1/1)
Tiger Cub
blademaster
blademaster
maestro
Forest’s Favor
polymorph squirrel
Rampant Growth


Tech 0 card(s)
Get Paid - ($10)
tech 3 - ($5)
Cal kills Bro, takes 4 back
Forest Favor River, kills drak, maxband and heals - ($3)
star crossed starlet - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Star Crossed Starlet (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nimble Fencer (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • River, lvl 5, (4/5) +
  • Cal, lvl 5, (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech III HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

#14

It’s not over just yet.
Note that your base was at 7 HP at the start of this turn (3 after it), due to Drakk dying last turn.

P2T7


Tech StartingHand Workers

TECH
Shoddy Glider
Desperation


STARTING HAND
Pillage
Crash Bomber
Argonaut
Argonaut
Crashbarrow


WORKERS
Careless Musketeer
Bloodburn
Scorch
Nautical Dog


NextHand

Captured Bugblatter
Ogre Recruiter
Makeshift Rambaster


Discard

Charge
Crashbarrow
Kidnapping
Crash Bomber
Shoddy Glider
Bloodrage Ogre
Mad Man
Pillage
Crashbarrow
Argonaut
Shoddy Glider
Desperation


Tech 2 card(s)
Get Paid - ($9)
Scav gold - ($10)
Skip worker
Crashbarrow - ($7)
Crashbarrow trades with Starlet, overpowers to kill Fencer, you draw
Calamandra - ($5)
Expensive, pirate-empowered Pillage steals your 1 floating gold, deals 2 to your base - ($4)
Bombaster hits your base for 2
Mad Man trades with your Calamandra, mine to midband
Crash Bomber - ($3)
Argonaut - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Crash Bomber (2/2A), resist 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calamandra lvl 3 (3/4)
  • :pschip: [I]Technician[/I]: Argonaut (3/4), resist 1
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Bombaster (2/2), resist 1

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 0
  • Disc: 12

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9
Thoughts

I can bring CodexNewb down to 1 base HP, using Geiger’s maxband to flicker Mad Man. Or I can trade with Cala. If he has a Feral Strike in hand, he could do quite a lot of damage fast. Not enough to kill me, but more than enough to break tech 2 again, which would stop me from using Bugblatter to deal 1 unstoppable lethal damage next turn.
So I’ll leave him with 3 HP, and only River on board. Well, that and tech 3, and a full hand of cards. Admittedly, he might pull off some scary stuff, but I don’t think he could clear my board, set up a patrol, and break tech 2 all at once. And I probably need just one of those to finish.


#15

best i can do.

"P1T8


StartingHand Workers

STARTING HAND
star crossed starlet
nimble fencer (3/1)
maestro
young treant
Rampant Growth
Tiger Cub


WORKERS
W1 - Verdant Tree
W2 - Rich Earth
W3 - Playful Panda
W4 - Ironbark Treant (3/2)
W5 - Spore Shambler
polymorph squirrel


NextHand

Merfolk Prospector (1/1)
Forest’s Favor
polymorph squirrel


Discard

star crossed starlet (3/2)
Rampant Growth
Tiger Cub


Tech 0 card(s)
Get Paid + float - ($11)
my base to 3 hp
tech draw 1
maestro - ($8)
nimble fencer for free
star crossed starlet for free
young treant for 1 cheaper - ($7)
mid arg - ($3)
starlet trades with crash bomber, my base to 2
river kills Cal, takes 4 back, arg to max, summon water elemental
rampant growth nimble fencer - ($1)
nimble fencer kills argo, survives with 1

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Arg, lvl 5 (1/5+A)
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: young treant (0/2)
  • :pschip: [I]Technician[/I]: Maestro (3/5)
  • :target: [I]Lookout[/I]: Water Elemental (3/3)
    [B]In Play:[/B]
  • River, lvl 5, (4/1) +
  • nimble fencer (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 2
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech III HP: 5

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

  • Hand: 3
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

#16

GG! you certainly made me sweat for it.

@Bob199

P2T8


Tech StartingHand Workers

TECH
Now!
Now!

STARTING HAND
Makeshift Rambaster
Captured Bugblatter
Ogre Recruiter
Kidnapping (tech draw)


WORKERS
Careless Musketeer
Bloodburn
Scorch
Nautical Dog


NextHand

Charge
Argonaut
Shoddy Glider
Bloodrage Ogre


Discard

Bombaster
Kidnapping
Ogre Recruiter
Makeshift Rambaster
Now!
Now!


Tech 2 card(s)
Get Paid - ($9)
Scav gold + technician draw - ($10)
Skip worker
Drakk - ($8)
Captured Bugblatter - ($5)
Kidnapping on Nimble Fencer - ($1)
Fencer suicides on Arg, Bugblatter deals 1 to your base
Sac Bombaster to kill Wisp, Bugblatter deals 2 to your base - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Drakk lvl 3 (1/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Captured Bugblatter (4/2)

[B]In Play:[/B]
*
[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 9
  • Disc: 6

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9
Thoughts

Arg in SQL was smart, but it doesn’t help when I can sac my own guy. For future reference though, Shoddy Glider would’ve been a much simpler finish than Bugblatter here.


#17

nice one. funny how it played out as green trying to overcome blood P2. i think the argo’s gave the most trouble. i didnt have an efficient way to remove them (aka, like the 3rd time ive regretted not having midori and his tiny basilisks).

gg man, this is my final loss, so good luck in the rest of the tourny


#18

Having read your thoughts, it’s clear you had a good read of me (I hadn’t realized I’ve been playing so predictably). It’s just that Crashbarrows are SO hard to stop, even when you know they’re coming.

Thanks for a great game, it was definitely cool seeing those squirrels pop up!