@charnel_mouse
spreadsheet results
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Pillage
Charge
Careless Musketeer
Nautical Dog
Bombaster
WORKERS
Careless Musketeer
NextHand
Makeshift Rambaster
Mad Man
Bloodburn
Scorch
Discard
Pillage
Charge
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
bombaster - ($1)
nautical dog - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Bombaster (2/2)
- Nautical Dog (1/1)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
1 Like
Let’s go!
P2T1
Starting hand: 5
Merfolk Prospector
Young Treant
Playful Panda
Ironbark Treant
Rich Earth
Thoughts
Not a good hand for playing Rich Earth — I’d want Tiger Cub patrolling in SQL against that board — so into workers it goes. I think Ironbark Treant in Elite is best here: the other options don’t force a two-card trade. I can then play the Prospector to backline, so if codexnewb wants to stop the extra income he has to make that trade.
Get paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)
Discard 2, draw 4
Elite: Ironbark Treant 1+1/2+2A
Merfolk Prospector 1/1
Base HP: 20
Hand: 4
Tiger Cub
Spore Shambler
Rampant Growth
Forest’s Favor
Deck: 1
Discard: 2
Young Treant
Playful Panda
Card-count check (opponent-viewable)
Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers
Total: 10
Gold: 0
Workers: 6
im ready!
[b]P1T2[/b]
Tech StartingHand Workers
TECH
Gunpoint Taxman
Gunpoint Taxman
STARTING HAND
Bloodburn
Scorch
Mad Man
Makeshift Rambaster
WORKERS
Careless Musketeer
Bloodburn
NextHand
Gunpoint Taxman
Pillage
Bloodrage Ogre
Charge
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
makeshift rambaster - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Bombaster (2/2+A)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
P2T2
Starting hand: 4
Tiger Cub
Spore Shambler
Rampant Growth
Forest’s Favor
Thoughts
Playing a Rambaster means codexnewb expects to hit my buildings this turn, how many ways can he do that?
- Skip worker, Surprise Attack.
- Maxband Zane to shove, hope to steal gold for a worker.
- Lobbers?
- Fire spells.
- Early Kidnapping.
Resist helps by making three of those more expensive, so a midband Calamandra could be nice here. It stops the Zane shove and early Kidnapping entirely. Zane can get a guaranteed Calamanda kill, but at the expense of codexnewb’s entire board, and it leaves Zane heavily wounded. Ferocity helps with the other options, but I can’t access that until next turn. Alternatively, I could build Heroes’ Hall instead of Tech I, and maxband Calamandra, but I don’t think other heroes’ spells help with that situation. I’ll tech a Ferocity and Centaur: former to deal with later attacks, Centaur if the Zane case happens, since it can survive a Zane suicide afterwards, or overpower later to reach him.
Teched cards: 2
Get paid - ($6)
Worker - ($5)
Tech I - ($4)
Calamandra Moss - ($2)
Midband Calamandra - ($0)
Discard 3, draw 1, reshuffle, draw 4
Elite: Ironbark Treant 1+1/2+2A (Calamandra: resist 0+1)
Technician: Merfolk Prospector 1/1 (Calamandra: resist 0+1)
Calamanda L3 3/4 (units have +1 resist)
Base HP: 20
Tech I HP: 5
Hand: 5
Verdant Tree
Young Treant
Playful Panda
Ferocity
Rampant Growth
Deck: 3
Centaur
Tiger Cub
Spore Shambler
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 7
5 x start
T1: Rich Earth
T2: Forest’s Favor
[b]P1T3[/b]
Tech StartingHand Workers
TECH
Bloodlust
Molting Firebird
STARTING HAND
Bloodrage Ogre
Gunpoint Taxman
Charge
Pillage
WORKERS
Careless Musketeer
Bloodburn
Pillage
NextHand
Mad Man
Scorch
Gunpoint Taxman
Discard
Charge
Bloodrage Ogre
Bloodlust
Molting Firebird
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
zane - ($4)
gunpoint taxman - ($2)
charge taxman - ($0)
taxman kill treant, takes 2
zane kills merfolk, you draw
rambaster and bombaster break tech 1, your base to 18
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Nautical Dog (1/1)
-
Technician:
-
Lookout:
In Play:
- Zane, lvl 1, (2/1)
- GPT (3/1)
- Makeshift Rambaster (1/2)
- Bombaster (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Oh, right, Charge. Hmm.
P2T3
Starting hand: 5
Verdant Tree
Young Treant
Playful Panda
Ferocity
Rampant Growth
Technician draw: 1
Thoughts
Oops. Going for the Zane kill while I’m up a card, ferocious Tiger Cub in Squad Leader can’t be killed by Bombaster’s ability, so codexnewb needs a hasted 3 HP unit or Scorch/Fire spells to kill it. I’m in trouble if it doesn’t. 2 leftover, so I could build a Heroes’ Hall, or I could lead with a Young Treant and see if I draw into a better plan. I like that idea. Teching in Feral Strike, the boosted version isn’t great pre-Tech II, but if I draw it next turn and don’t have better options I could effectively draw cards with it. Also teching in a Barkcoat Bear: Feral Strike is really good with Feral II’s expensive unit options, so I’ll plan to go that route. Overpower unit first, since I need to clear out all those low-HP units eventually, and the Tigers can be summoned by Calamandra instead.
Teched cards: 2
T2: Centaur, Ferocity
T3: Barkcoat Bear, Feral Strike
Get paid - ($7)
Rebuild Tech I
Young Treant, I draw - ($5)
Worker - ($4)
Tiger Cub - ($2)
Discard 2 cards, Calamandra gains stealth
Calamandra kills Zane, hits level 5 (maxband)
Ferocity - ($0)
Discard 1, draw 1, reshuffle, draw 2
Squad Leader: Tiger Cub 2/2+1A (Ferocity: swift strike, armour-piercing; Calamandra: resist 0+1)
Technician: Young Treant 0/2 (Calamandra: resist 0+1; can’t attack)
Calamanda L5 4/5 (units have +1 resist)
Base HP: 18
Tech I HP: 5
Hand: 3
Spore Shambler
Merfolk Prospector
Rampant Growth
Deck: 6
Ironbark Treant
Barkcoat Bear
Feral Strike
Ferocity
Verdant Tree
Centaur
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
3 in hand
6 in deck
0 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda
[b]P1T4[/b]
Tech StartingHand Workers
TECH
Doubleshot Archer
Bloodlust
STARTING HAND
Scorch
Mad Man
Gunpoint Taxman
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
NextHand
Gunpoint Taxman
Molting Firebird
Charge
Bloodlust
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
drak - ($4)
tech 2 fire - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Nautical Dog (2/1)
-
Scavenger:
-
Technician: Bombaster (2/2)
-
Lookout:
In Play:
- Drak, lvl 1, (1/3)
- GPT (3/1)
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Fire)
Economy Info:
Cards:
Gold:
low key excited to see where this one goes. already a much different direction that the last time.
1 Like
Taking the weekend off from turns, but I agree. This should be a fun series.
1 Like
P2T4
Starting hand: 3
Spore Shambler
Merfolk Prospector
Rampant Growth
Thoughts
I’m guessing codexnewb isn’t going for Bamstomper Lizzo or Firehouse with Calamandra’s resist aura up, so I’m looking at Molting Firebirds, possibly Doubleshot Archers. The latter are probably more of a pain, but the former stops me blocking with Murkwood Allies reliably, at least if using it for Frogs. Moment’s Peace slows both down, but I’d rather have a way to deal with the air units. Huntress or Polymorph: Squirrel, basically, and I think the latter is more useful. Just put a Tower up, and it should be good to deal with the Archers too, plus Argagarg’s Elemental can help with the Firebirds too. I’ll take the other Bear too, with Fire’s high attack-to-health ratio they’ll be more useful than Elephants on the attack.
Do I build Tech II now, or a Tiger? Either way, probably need a Tower to damage any Fire II attackers and try to force current board to die on attack. With half the deck in hand, codexnewb probably has a Fire unit ready to go, but if I don’t tech up now then I’ll fall behind on board quickly. I think I have to risk going for Tech II now: if I don’t, then even if Calamandra survives my best plays next turn are Feral Strike for Tech I units, or Ferocity when codexnewb is likely to have long range or air attackers.
Teched cards: 2
T2: Centaur, Ferocity
T3: Barkcoat Bear, Feral Strike
T4: Barkcoat Bear, Polymorph: Squirrel
Get paid - ($8)
Worker - ($7)
Tower - ($4)
Tech II Feral - ($0)
Discard 2, draw 4
Squad Leader: Tiger Cub 2/2+1A (Calamandra: resist 0+1)
Elite: Young Treant 1+0/2 (Calamandra: resist 0+1; can’t attack)
Technician: Calamanda L5 4/5 (units have +1 resist)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Feral)
Tower HP: 4
Hand: 4
Ironbark Treant
Barkcoat Bear
Feral Strike
Ferocity
Deck: 2
Discard: 4
Barkcoat Bear
Polymorph: Squirrel
Spore Shambler
Rampant Growth
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
2 on board
4 in hand
2 in deck
4 in discard
4 in workers
Total: 16
Gold: 0
Workers: 9
5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda
T4: Merfolk Prospector
[b]P1T5[/b]
Tech StartingHand Workers
TECH
Flame Arrow
Doubleshot Archer
STARTING HAND
Molting Firebird
Gunpoint Taxman
Charge
Bloodlust
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Charge
NextHand
Mad Man
Bloodlust
Bloodrage Ogre
Discard
Nautical Dog (1/1)
GPT (3/1)
Bombaster (2/2)
Bloodlust
Gunpoint Taxman
Flame Arrow
Doubleshot Archer
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
molten firebird - ($3)
bloodlust firebird and taxman - ($1)
firebird breaks tech 2, takes 1 from tower, 1 damage to all yours tuff (nota target i think?), your abse to 16
dog trades with tiger (dogs>cats)
lusty taxman trades with Cal, drak to lvl 3
bombaster trades with treant
mid drak - ($0)
frenzy rambaster breaks tower, takes 1, your base to 14
drak safely hits your base to 12
end of turn, firebird takes 1, 1 health remaining
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drak, lvl 4, (2/3)
- Molting Firebird (4/1)
- Makeshift Rambaster (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Fire)
Economy Info:
Cards:
Gold:
Thoughts
okay, so this turn si easy. i was expecting some more aggression there with a tech 2 delay, but i guess this makes sense too.
the draws just lined up for me well this turn. the tech 2 break was probably th ekey here.
lesson learned, fire is a tech route that trades a lot of heavy units, so need to try AS MUCH AS POSSIBLE to presever my untis on the board.
P2T5
Starting hand: 4
Ironbark Treant
Barkcoat Bear
Feral Strike
Ferocity
Technician draw: 1
Thoughts
Losing my Tech II isn’t ideal, but at least I got codexnewb to trade away most of his board, and heavily damage the remaining units. I just block up and hope for a good next turn, I think. I could block with Argagarg and pets instead, but I want to keep him in reserve, until he can Polymorph when he arrives.
Teched cards: 2
T2: Centaur, Ferocity
T3: Barkcoat Bear, Feral Strike
T4: Barkcoat Bear, Polymorph: Squirrel
T5: Huntress, Polymorph: Squirrel
Get paid - ($9)
Rebuild Tech II
Worker - ($8)
Ironbark Treant - ($5)
Verdant Tree - ($3)
Tower - ($0)
Discard 2, draw 1, reshuffle, draw 3
Squad Leader: Ironbark Treant 1/2+3A
Verdant Tree HP: 3 (healing 1, instantly (re)build Tech buildings)
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Feral)
Tower HP: 4
Hand: 4
Centaur
Polymorph: Squirrel
Young Treant
Ferocity
Deck: 7
Barkcoat Bear
Spore Shambler
Rampant Growth
Tiger Cub
Huntress
Polymorph: Squirrel
Barkcoat Bear
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
2 on board
4 in hand
7 in deck
0 in discard
5 in workers
Total: 18
Gold: 0
Workers: 10
5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda
T4: Merfolk Prospector
T5: Feral Strike
i hope i didnt make a mistake…forgot to save a version for this turn before hitting ‘discard draw’
[b]P1T6[/b]
Tech StartingHand Workers
TECH
Desperation
Desperation
STARTING HAND
Mad Man
Bloodrage Ogre
Bloodlust
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Charge
Mad Man
NextHand
Bombaster (2/2)
Doubleshot Archer
Tech 2 card(s)
Get Paid - ($9)
worker - ($8)
bloodrage ogre - ($6)
jaina - ($4)
bloodlust brogre and jaina - ($2)
lusty, frenzy Brogre trades with treant
jaina (3), rambaster (4), firebird (5), drak (2) hit your base for 14 and the game!!
GG!!
Float ($2)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drak, lvl 4, (2/2)
- Jaina, lvl 1, (2/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Fire)
Economy Info:
Cards:
Gold:
Thoughts
well, that will do it then. honestly, draws lined up REALY well for me this game. i dont expect a repeat here.
nice to know that i can pivot after losing as P1 last time.
1 Like
Good grief! Looks good to me, well played. Not sure what I’d have done differently.
i would say im most afraid of gold efficiency from P2 green. huntress’ seem terrifying since they force 2 for 1 card trades most of the time for me.
i also was surprised to see tech 2 feral. the units are so expensive, and suspect to kidnapping?
also, good Lord my draws lined up that time. so i doubt i can replicate this.
I reckoned that Calamandra’s aura would dissuade you from Kidnapping, especially on Bears, and I’d already gone for the aura in reaction to the large float. After the Fire reveal, I reckoned Feral’s big units would still be good to survive against the likes of Doubleshot Archer and Firebird, then I could pick them off with Polymorph. Huntress would have been a good call, though, I shouldn’t have worried so much about having Centaur for overpower when I was going to be defending so much.
ahh, that makes a lot of sense. i always forget about PMS.
ill setup the next one in a bit. no rush.