STARTING HAND
Ironbark Treant
Verdant Tree
Young Treant
Rich Earth
Merfolk Prospector
Tiger Cub
WORKERS
Rich Earth
NextHand
Rampant Growth
Playful Panda
Forest’s Favor
Tiger Cub
Spore Shambler
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Merfolk Prospector (1/1) - ($3)
Play Young Treant (0/2, Can’t attack), I draw one card. - ($1)
Begin constructing Tech I building - ($0)
STARTING HAND
Spore Shambler
Rampant Growth
Playful Panda
Forest’s Favor
Tiger Cub
WORKERS
Rich Earth
Spore Shambler
NextHand
Verdant Tree
Rampant Growth
Centaur
Tiger Cub
Ironbark Treant
Tech 2 card(s)
Get Paid - ($6)
Merfolk Prospector strikes it lucky! - ($7)
Worker - ($6)
Summon and midband Calamandra Moss (3/4) - ($2)
Summon Playful Panda (2/2), a Wisp (0/1) arrives - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp (0/1, Resist 1)
Technician: Young Treant (0/2, Can’t attack, Resist 1)
Lookout:
In Play:
L3 - Calamandra Moss (3/4)
Merfolk Prospector (1/1, Resist 1)
Playful Panda (2/2, Resist 1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Well, codexnewb’s gone down on cards… if I can trade favourably here, and maybe even prompt Nullcraft to come get Prospector, Purple may have trouble keeping up on board… And Stewardesses are going to cost him.
Plan here is to go balance, get a basilisk to take care of battle suits, and then head for Tech III.
Verdant Tree (Healing, to instabuild tech buildings)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Basically Fargo’s coming for me next turn… going to want to trade for something. Hmmm, what about huntress in SQL, then she’d be trading pretty expensively…
I don’t mind the idea of Verdant Tree here. Unlikely codexnewb be holding Assimilate, and even if so, it’s expensive to Summon Vir and play it… let’s take a chance here.
OK Verdant Tree doesn’t help with Add-ons, only tech buildings. So… next turn I could speed build Tech II, but a basilisk would take basically all or most of the rest of my cash. That’s IF i draw it, so I’ll tech two of them for a very high chance to draw. I could really do with scav gold to be able to get panda or tiger cub out as well.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Merfolk Prospector works his magic - ($8)
Verdant Tree for instant tech building building action this turn.
Complete construction of Tech II Building… BALANCE! - ($4)
Play Potent Basilisk (3/5, Deathtouch, Untargetable) - ($0)
Battle Suits is “destroyed” (I assume that means discarded rather than trashed in this case?)
Verdant Tree (Healing 1, to instabuild tech buildings)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Right, OK, Fargo blocking things up until it fades… or time runes are added I guess. Present turn incoming - no Geiger on the table, which is pretty nice, and I’m just in time to knock Battle Suits out and get a Basilisk into SQL.
Huntress (3/3, Anti-air, Sparkshot, Resist 1)
Forest’s Favor
Playful Panda (2/2)
Tyrannosaurus Rex
Feral Strike
Stampede
Tech 2 card(s)
Get Paid - ($10) Skipping worker
Healing kicks in - Cal, Basilisk “Alpha”, Centaur, Huntress each heal 1 damage.
Verdant Tree to insta build this turn.
Complete Construction of Tech III building - ($5)
Basilisk “Alpha” kills Fading Argonaut, takes 3 damage.
Maxband Argagarg Garg, a Water Elemental (3/3, Anti-Air) arrives - ($1)
Play Merfolk Prospector (1/1) - ($0)
Huntress trades with Stewardess, you gain $1.
Argagarg to use his midband to buff Centaur.
Arg casts Forest’s Favor Centaur.
Centaur (now 5/4+AA) kills Vir,
takes 1 damage after armour,
overpower 2 damage to your Tech II building.
Levels to Cal, maxbanding her.
You draw a card.
Cal (now 4/5) breaks your Tower, takes 1 damage, your base to 16.
Potent Basilisk “Beta” breaks your Tech II building, your base to 14.
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Wisp (0+1/1, Resist 1)
Scavenger: Wisp (0/1, Resist 1)
Technician: Water Elemental (3/3, Anti-Air, Resist 1)
Gotta sac Huntress to do it but I can get the Tower and Tech II here. And weirdly not using her sparkshot… there might have been someway to make use of it, but it was tricky with the remaining three attackers to break both buildings.