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MMM - Game 4 - P1 Red (codexnewb) vs P2 Green (charnel_mouse)

@charnel_mouse

spreadsheet

Red: 1
Green: 2

Game 1: Red - Hasted Molting Firebird
Game 2: Green - Verdant Tree, Hasted Mimics
Game 3 - Green - Verdant Tree, Blooming Ancients

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Nautical Dog
Bombaster
Bloodrage Ogre
Careless Musketeer
Bloodburn


WORKERS
Bloodburn


NextHand

Mad Man
Charge
Pillage
Makeshift Rambaster


Discard

Bombaster
Careless Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
nautical dog - ($2)
brogre - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre
  • Nautical Dog

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

i think i just need to go standard game blood at this point. fire won’t work as well against growth or balance.

1 Like

So many Ogre openings…

P2T1

Starting hand: 5

Tiger Cub
Young Treant
Verdant Tree
Rich Earth
Rampant Growth

Thoughts

Bit of an awkward starting hand, lots of utility cards I don’t want at the start. I think SQL Tiger Cub and Elite Wisp is my best opening against Ogre and Dog.


Get paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Argagarg Garg, Wisp arrives - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Tiger Cub 2/2+1A
:psfist: Elite: Wisp 1+0/1

Argagarg L1 1/3

:heart: Base HP: 20


Hand: 5

Merfolk Prospector
Playful Panda
Ironbark Treant
Spore Shambler
Forest’s Favor

Deck: 0
Discard: 3

Young Treant
Verdant Tree
Rampant Growth

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 0
Workers: 6

5 x start
T1: Rich Earth

yeah…at least he’s gone now?

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Mad Man
Charge
Pillage
Makeshift Rambaster


WORKERS
Bloodburn
Pillage


NextHand

Gunpoint Taxman
Bloodrage Ogre
Charge
Scorch


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
brogre trades with tiger cub
zane, kills wisp - ($1)
mad man - ($0)
dog hits your base to 18

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane, lvl 1, (2/1)
  • Nautical Dog (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

hope all is well! friendly ping.

1 Like

Thanks. Just needed a day or two’s break, handling our kid’s school work on top of our own during lockdown is occasionally knocking us for six. I can handle adding plots on the data thread, but I can’t handle an actual game! I’ll be back to this soon.

1 Like

P2T2

Starting hand: 5

Merfolk Prospector
Playful Panda
Ironbark Treant
Spore Shambler
Forest’s Favor

Thoughts

Ironbark Treant is OK against all those 1 HP attackers, but Zane can maxband, kill it in Scavenger, and let codexnewb still worker. On the other hand, I wouldn’t be surprised if he’s going for Surprise Attack. I think the Treant is still the best option, though. Then I put either the Prospector or Argagarg in Scavenger or Technician. Technician means I probably get both, Scavenger means Zane can’t shove the Treant there, so he can only kill the Scavenger while getting worker gold. And if there’s a Surprise Attack, well, it doesn’t matter who’s up there, really. I’ll go with the Scavenger to not give free levels away if there aren’t Sharks.

Next turn is 7 gold, possibly 8. Huntress might be the safest option, but Tiny Basilisk might also be OK if codexnewb’s going to push for Zane + weenies. Not great against Lobbers, though. I’ll go for double Huntress, I’d like a Ferocity but there’s a chance that Argagarg doesn’t die here.

Teched cards: 2

T2: 2 x Huntress


Get paid - ($6)
Worker - ($5)
Tech I - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)
Discard 2, reshuffle, draw 4


:psblueshield: Squad Leader: Ironbark Treant 1/2+3A
:ps_: Scavenger: Merfolk Prospector 1/1

Argagarg L1 1/3

:heart: Base HP: 18


Hand: 4

Rampant Growth
Huntress
Playful Panda
Spore Shambler

Deck: 4

Young Treant
Verdant Tree
Tiger Cub
Huntress

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Rich Earth
T2: Forest’s Favor

hope you had a great weekend!

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Scorch
Bloodrage Ogre
Gunpoint Taxman
Charge


WORKERS
Bloodburn
Pillage
Scorch


NextHand

Gunpoint Taxman
Careless Musketeer
Bombaster
Makeshift Rambaster


Discard

Nautical Dog (1/1)
Mad Man (1/1)
Charge
Bloodrage Ogre
Crashbarrow
Shoddy Glider


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
gunpoint taxman - ($3)
mid zane, hit armor off treant - ($0)
dog frenzy trades with treant
mad man trades with merfolk

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane, lvl 4, (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

let’s tech one of each since i wont have the reshuffle quite yet. we’re both going to have pretty bloated decks.

And you! Feeling a little more relaxed now. At least, I was, until I tried to set up this patrol.

P2T3

Starting hand: 4

Rampant Growth
Huntress
Playful Panda
Spore Shambler

Thoughts

Not looking good, between a mid-level Zane and the Taxman it’ll be hard to deny gold. I might be able to patrol with Huntress and midband Argagarg to get risk getting Tech II up now, but any significant amount of damage coming out of codexnewb’s hand and I’d be as good as dead. The alternative is that I hold out for the Verdant Tree next turn, but that’ll be too late to scramble for an offense if he goes for Gunships. I think I delay Tech II for a turn and block up with what I can: Water Elemental, Huntress. Then I put down a Heroes’ Hall, so if I get a Technician draw I might be able to bring out a Moment’s Peace or a Ferocity.

What do I want for Tech II? Growth would be nice, but I might not have time. I think I might be better off going for Balance II and starting with a Faerie Dragon, because I’m current having problems with codexnewb’s attackers surviving. Mimics would be a good followup if he’s going for Anarchy.

This is a stressful patrol choice. Even Argagarg can be killed by Zane if he’s shoved, so there’s no great option for Squad Leader. On the other hand, if Argagarg is in Squad Leader he can be killed for free, if codexnewb has other plans for dealing with the units, so I think I want the Elemental there instead. Best place to put him, I think, is in Scavenger slot, to make getting a gold steal difficult. Then Elemental goes in Squad Leader, and Huntress goes in Elite or Technician, depending on where I want Zane to go. Elite looks good, it means codexnewb has choice to make: Zane trades with Huntress and Taxman can only kill the Elemental, or Zane kills the Elemental and Taxman can only trade with Huntress, or Zane helps kills Argagarg and both my units survive before damage from hand.

Teched cards: 2

T2: 2 x Huntress
T3: Faerie Dragon, Ferocity


Get paid + float + scavenger - ($9)
Worker - ($8)
Huntress - ($6)
Maxband Argagarg, Water Elemental arrives - ($2)
Heroes’ Hall - ($0)


:psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
:psfist: Elite: Huntress 1+3/3 (anti-air, sparkshot)
:ps_: Scavenger: Argagarg L5 1/5

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Young Treant
Verdant Tree
Tiger Cub
Huntress

Deck: 0
Discard: 6

Ironbark Treant
Merfolk Prospector
Faerie Dragon
Ferocity
Rampant Growth
Spore Shambler

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
1 on board
4 in hand
0 in deck
6 in discard
3 in workers
Total: 14


Gold: 0
Workers: 8

5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda

haha, what? your patrol is solid. forcing me to make some weird trades here.

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Captured Bugblatter
Crashbarrow


STARTING HAND
Makeshift Rambaster
Careless Musketeer
Bombaster
Gunpoint Taxman
Bloodrage Ogre


WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer


NextHand

Crashbarrow
Mad Man (1/1)
Charge
Shoddy Glider
Nautical Dog (1/1)


Discard

Bloodrage Ogre
Makeshift Rambaster
Bombaster


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
gunpoint taxman - ($4)
max zane, shove WE to tech - ($2)
taxman trades with huntress
zane kills WE, takes 3, you draw, i reshuffle, draw 1

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane, lvl 6, (4/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

let’s tech one of each since i wont have the reshuffle quite yet. we’re both going to have pretty bloated decks.

I suppose? Patrolling against mid-level Zane and Taxman never feels good.

P2T4

Starting hand: 4

Young Treant
Verdant Tree
Tiger Cub
Huntress

Technician draw after reshuffle: 1

Merfolk Prospector

Thoughts

No Ferocity, but at least I didn’t draw the Dragon either. I’m expecting Surprise Attack + Tech II with that amount of float, so throwing down everything I can plus the Tree seems like a good idea. Alternative is that codexnewb plays Maximum Anarchy into Rambaster / Lobbers, in which case I’m in serious trouble. It would be odd when his board position’s general been better than mine, but he’d be justified in expecting me to play it. I think I just have to take the risk.

Still worried about Gunships. I think I go for Polymorph: Squirrel again, and hope the Dragon can help me cope until then, if codexnewb does go for Anarchy. He surely can’t be going for Fire again. The Ferocity should help if he goes for Blood.

Lobbers in hand allow for easy Argagarg kill anywhere, so let’s just worry about Sharks. I think the important thing is maximising the number of defenders that hit back for 3 damage, to get rid of that Taxman. Putting a hero in Elite helps with that, but Argagarg and Merfolk Prospector can’t do that. So Argagarg is just here to wall up and help me try and have a board, and Merfolk Prospector is there to protect the backline.

Teched cards: 2

T2: 2 x Huntress
T3: Faerie Dragon, Ferocity
T4: Polymorph: Squirrel, Wandering Mimic


Get paid - ($8)
Worker - ($7)
Verdant Tree - ($5)
Master Midori - ($3)
Huntress - ($1)
Merfolk Prospector - ($0)
Discard 1, draw 3


:psblueshield: Squad Leader: Argagarg L5 1/5+1A
:psfist: Elite: Midori L1 1+2/3
:exhaust: Technician: Huntress 3/3 (anti-air, sparkshot)
:target: Lookout: Merfolk Prospector 1/1 (resist 0+1)

:heart: Verdant Tree HP: 3 (healing 1, Tech buildings instantly (re)build)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 3

Ironbark Treant
Faerie Dragon
Huntress

Deck: 3

Ferocity
Rampant Growth
Spore Shambler

Discard: 3

Polymorph: Squirrel
Wandering Mimic
Tiger Cub

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
3 in hand
3 in deck
3 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: Young Treant

edit: drak at level 5

well, from my angle i see green throwing down a heavy wall like it’s nothing…we’ll see how this goes i guess.

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Shoddy Glider
Pirate-Gang Commander


STARTING HAND
Nautical Dog (1/1)
Shoddy Glider
Mad Man (1/1)
Crashbarrow
Charge


WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer
Mad Man (1/1)


NextHand

Shoddy Glider
Gunpoint Taxman
Crashbarrow
Captured Bugblatter


Tech 2 card(s)
Get Paid + float - ($10)
worker - ($9)
tech 2 blood - ($5)
zane runs into arg, dies, midori to lvl 3
nautical dog - ($4)
drak - ($2)
charge dog - ($0)
taxman kills arg, drak to lvl 3
charged frenzy dog trades with midori, drak to lvl 5

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drak, lvl 5, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Gunpoint Taxman (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmm, i can go down to 4 so long as i get the resuffle. killing midori is huge to avoid moment’s peace next turn, drak will probably die, but if he lives…it’s great.

teching shoddy glider to deal with that tree, and PGC to keep the pressure up. fingers crossed i dont draw him next turn…

P2T5

Starting hand: 3

Ironbark Treant
Faerie Dragon
Huntress

Thoughts

Oh, he’s going for Blood. This could be a rough turn, then: I get to choose between having no patrol and leaving Drakk alive. Leaving the patrol empty isn’t a horrendous option against Crashbarrows when you have a board presence, but I don’t. The alternative is to skip a worker, exhaust the Prospector, and put down the other Huntress. That’s still a board a single Crashbarrow can get through with Drakk’s help, then maxband Drakk + second Crashbarrow destroy Tree + Tech II. Oh, but codexnewb doesn’t have enough gold for that. OK, in that case it could be pretty good. Besides, if I kill Drakk a single Crashbarrow + midband Zane still destroys Tree + Tech II.

Teching in Moment’s Peace to deal with Blood II. I do need to worry about Pirate Gang Commander, since codexnewb showed in the warmup that he’s willing to jump to Blood III. Maybe that Polymorph will come in handy after all. Maybe a second Dragon, so I can give Huntresses flying to help deal with Commanders / Bugblatters? I won’t be getting haste for Mimics often, so Dragons might be the way to start off. Hopefully I can tech the other Peace in quickly.

This patrol is nice for bonuses, but I’m in trouble if codexnewb’s picked up a Kidnapping. Fingers crossed.

Teched cards: 2

T2: 2 x Huntress
T3: Faerie Dragon, Ferocity
T4: Polymorph: Squirrel, Wandering Mimic
T5: Faerie Dragon, Moment’s Peace


Get paid - ($9)
Tech II: Balance - ($5)
Faerie Dragon, Gunpoint Taxman explodes in a puff of feathers - ($1)
Merfolk Prospector exhausts for gold - ($2)
Huntress #2 - ($0)
Skip worker!
Discard 1, draw 3


:psblueshield: Squad Leader: Huntress #1 3/3+1A (anti-air, sparkshot)
:ps_: Scavenger: Huntress #2 3/3 (anti-air, sparkshot)
:exhaust: Technician: Faerie Dragon 4/2 (flying)

Merfolk Prospector 1/1

:heart: Verdant Tree HP: 3 (healing 1, Tech buildings instantly (re)build)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 3

Ferocity
Rampant Growth
Spore Shambler

Deck: 0
Discard: 6

Polymorph: Squirrel
Wandering Mimic
Tiger Cub
Faerie Dragon
Moment’s Peace
Ironbark Treant

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
5 on board
3 in hand
0 in deck
6 in discard
4 in workers
Total: 18


Gold: 0
Workers: 9

5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda
T4: Young Treant

edit: drak already at level 5, so ill just float the gold.

yuck. where do these walls keep coming from. do you see what it’s forcing me to do?

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Pirate-Gang Commander
Land Octopus


STARTING HAND
Captured Bugblatter
Crashbarrow
Gunpoint Taxman
Shoddy Glider


WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer
Mad Man (1/1)
Gunpoint Taxman


NextHand

Bloodrage Ogre
Charge


Discard

Gunpoint Taxman (3/2)
Shoddy Glider
Crashbarrow
Pirate-Gang Commander
Land Octopus


Tech 2 card(s)
Get Paid - ($9)
bugbladder - ($6)
crashbarrow, frenzy trades with sql huntress, - ($3)
…OP 3 to kill scav huntress, you get gold
…your base takes 3 from bugbatter, down to 15
shoddy glider, trade with fairy dragon, you draw 1 - ($2)
…your base takes 2 from bugblatter, down to 13
drak kills merfolk, takes 1
…your base takes 1 from bugblatter, down to 12
worker - ($1)
…no haste on board, phew…

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Captured Bugblatter (4/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drak, lvl 5, (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

hmmm, that’s a big wall. need to probably delay the tech 3 and deal with this…willing to go down on cards since max zane is back next turn, and i dont have any haste on teh board to supercharge his mimics.

let’s just go for base at this point. midori / moments peace can be countered with zane / tech 3.

drak lvl 5 P1T5.

1 Like

nice catch.

ill just float the gold and leave drak at level 5. no major turn change or anything.

all yours @charnel_mouse! hope you had a great weekend!

I did thanks, same to you! No change on my Turn 5 either.

P2T6

Starting hand: 3

Ferocity
Rampant Growth
Spore Shambler

Technician draw after reshuffle: 1

Wandering Mimic

Thoughts

I was seriously considering going for Tech III after seeing codexnewb’s turn, but drawing a Mimic gives me slightly better options to play on the board with Ferocity. The question is whether I should, given it could be killed by Glider + Zane shove. I could also play the Shambler to give it runes, but I can’t do both. It’s a bit better against Glider, but shove + Crashbarrow kills both of them and leads to a Tech kill. I just have to risk the Glider here.

Workering Spore Shambler over Rampant Growth, if this becomes another air base race I’ll need something that can target Midori.

Teched cards: 2

T2: 2 x Huntress
T3: Faerie Dragon, Ferocity
T4: Polymorph: Squirrel, Wandering Mimic
T5: Faerie Dragon, Moment’s Peace
T6: Dinosize, Moment’s Peace


Get paid + Scavenger - ($10)
Worker - ($9)
Wandering Mimic - ($5)
Calamandra Moss - ($3)
Ferocity - ($1)
Calamandra hits level 2 - ($0)
Discard 2, draw 4


:target: Lookout: Wandering Mimic 4/4 (resist 0+1; ferocity: armour-piercing, swift strike)

Calamandra L2 2/3

:heart: Verdant Tree HP: 3 (healing 1, Tech buildings instantly (re)build)

:heart: Base HP: 12
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Heroes’ Hall HP: 4


Hand: 4

Polymorph: Squirrel
Moment’s Peace
Ironbark Treant
Faerie Dragon

Deck: 4

Tiger Cub
Faerie Dragon
Huntress
Huntress

Discard: 5

Merfolk Prospector
Dinosize
Moment’s Peace
Rampant Growth
Ferocity

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
4 in hand
4 in deck
5 in discard
5 in workers
Total: 20


Gold: 0
Workers: 10

5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda
T4: Young Treant
T6: Spore Shambler

thanks! ready for the new week!

[b]P1T7[/b]
Tech StartingHand Workers

TECH
Captured Bugblatter
Land Octopus


STARTING HAND
Charge
Bloodrage Ogre


WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer
Mad Man (1/1)
Gunpoint Taxman


NextHand

Bombaster
Crashbarrow
Pirate-Gang Commander
Nautical Dog (1/1)


Discard

Gunpoint Taxman (3/2)
Shoddy Glider
Crashbarrow
Pirate-Gang Commander
Land Octopus
Charge
Bloodrage Ogre
Captured Bugblatter
Land Octopus


Tech 2 card(s)
Get Paid + float - ($11)
tech 3 - ($6)
jaina - ($4)
tower - ($1)
max drak, heals - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Captured Bugblatter (4/3)
  • :target: Lookout:

In Play:

  • Drak, lvl 6, (3/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

hmmmm, well, tech up i guess? tower will help against stealth Cal, but she will give stealth to mimic as well.

they can stealth Cal/Mimic and kill drak, but id rather make them pay for that than just drop a fairy dragon and kill drak for free.

fingers crossed no fairy dragon, midori, moments peace. that would throw a wrench in my engine.

Here we go again.

P2T7

Starting hand: 4

Polymorph: Squirrel
Moment’s Peace
Ironbark Treant
Faerie Dragon

Thoughts

I can kill Drakk or the Bugblatter with the Mimic after I play Faerie Dragon, or I could just go for the base, with just Mimic, or with Calamandra too if I give her stealth. I don’t think the latter is worth yet, until I can draw into Dinosize to finish him off. I can put the remaining gold into Midori, then codexnewb can’t suicide Jaina without midbanding a hero, unless he maxbands her first or plays a spell. Oh, but Jaina can just shoot the Dragon with her maxband ability. OK, I’ll midband Calamandra to give my units resist, just in case. Oh, or I just bring out Argagarg too, since I have the Heroes’ Hall, let’s keep codexnewb guessing which hero I want. Maxband Zane + midband Jaina lets codexnewb kill all my heroes without losses though, let’s not do that.

Or maybe it’s worth killing Jaina, and maxbanding Cal? Then I could threaten a Predator Tiger to walk past the incoming Pirate tokens. That just trades with Bugblatter without help, though, and I’ve got plenty of units to choose from next turn already. Let’s just go for the base.

Teching in the other Dinosize, anything else I need? Maybe the other Polymorph: Squirrel or the other Mimic? I’d rather not, I’ve got a decent deck already so let’s keep it thin.

Midori goes in Technician, since I can already afford to bring in maxband + Argagarg + Dragon if my patrolling heroes get wiped. Which they probably will, if codexnewb thinks it’s worth slowing down his engine.

Teched cards: 1

T2: 2 x Huntress
T3: Faerie Dragon, Ferocity
T4: Polymorph: Squirrel, Wandering Mimic
T5: Faerie Dragon, Moment’s Peace
T6: Dinosize, Moment’s Peace
T7: Dinosize


Get paid - ($10)
Faerie Dragon, feathering nothing - ($6)
Master Midori - ($4)
Moment’s Peace, your units can’t attack, mine can’t patrol - ($2)
Midband Calamandra - ($1)
Midori hits level 2 - ($0)
Wandering Mimic hits your base to 16, takes 1 damage
Discard 2, draw 4


:psblueshield: Squad Leader: Calamandra L3 3/4+1A
:exhaust: Technician: Midori L2 2/3

Faerie Dragon 4/2 (Calamandra: resist 0+1; flying)
Wandering Mimic 4/3 (Calamandra: resist 0+1; mimic: flying; 1 damage)

:heart: Verdant Tree HP: 3 (healing 1; Tech buildings instantly (re)build)

:heart: Base HP: 12
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Heroes’ Hall HP: 4


Hand: 4

Tiger Cub
Faerie Dragon
Huntress
Huntress

Deck: 0
Discard: 9

Merfolk Prospector
Dinosize
Moment’s Peace
Rampant Growth
Ferocity
Dinosize
Moment’s Peace
Polymorph: Squirrel
Ironbark Treant

Card-count check (opponent-viewable)

Expected: 10 + 11 teched = 21
3 on board
4 in hand
0 in deck
9 in discard
5 in workers
Total: 21


Gold: 0
Workers: 10

5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda
T4: Young Treant
T6: Spore Shambler

1 Like

so many choices…i hope i chose correctly.

[b]P1T8[/b]
Tech StartingHand Workers

TECH
Maximum Anarchy
Burning Volley


STARTING HAND
Pirate-Gang Commander
Crashbarrow
Nautical Dog (1/1)
Bombaster


WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer
Mad Man (1/1)
Gunpoint Taxman


NextHand

Pirate-Gang Commander
Makeshift Rambaster
Shoddy Glider
Land Octopus
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($10)
max zane, shove Cal to scav - ($3)
Zane kills Cal, takes 3, we both get gold, jaina to lvl 3 - ($4)
drak kills midori, takes 2, jaina to lvl 5
max jaina, tap, kill mimic - ($2)
…bugblatter, your base to 11
bombaster, gains haste - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Drak, lvl 6, (3/2)
  • Jaina, lvl 7, (4/3)
  • Zane, lvl 6, (4/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

option 1- Big Board Dimplomacy

gg10
zane->cal, midori L4 (8)
drak kills cal, jaina to lvl 3
mid jaina (7)
jaina->midori, goes to lvl 6
max jaina, heals (6)
pirate gang commander, gains haste(0)
crashbarrow for free
barow dies end of turn, their base to 10

pro - huge board
con - leaves 8 atk flying, and haste on my board. they can drop second mimic to nearly kill my base


Option 2 - Hero’s Only - No Haste

same, but max jaina and no units to keep haste off the board

pro - no haste on board, strong hero’s, large gold float, tech double surprise attack for huge swing turn.
con - leave mimic on board, 8 flying atk, can still play second mimic.


Option 3 - Strong Hero’s - Haste - Clear Board

gg 10
max zane (3)
shove Cal to scav
Zane kill Cal, we both get gold, jaina to lvl 3 (4)
drak kills midori, jaina to lvl 5,
max jaina, tap, kill wandering mimic (2)
bombaster, gains haste (0)

pro - kill mimic, several max hero’s, shoddy glider next turn to kill fairy dragon.
con - haste on board


I think Option 3 is best. if they can play a second mimic either way, there is no real net risk of leaving haste on the board. at least this way i get to swing back with Zane and make them pay for the second mimic

tech-wise, i need some options. i think burning volley and maximum anarchy would be best. help to get at that base-health even when moment’s peace comes back.

Maaaybe.

P2T8

Starting hand: 4

Tiger Cub
Faerie Dragon
Huntress
Huntress

Technician draw after reshuffle: 1

Ironbark Treant

Thoughts

Not looking good, if codexnewb has a Blood II unit in hand then I’ve probably lost.

Teched cards: 0

T2: 2 x Huntress
T3: Faerie Dragon, Ferocity
T4: Polymorph: Squirrel, Wandering Mimic
T5: Faerie Dragon, Moment’s Peace
T6: Dinosize, Moment’s Peace
T7: Dinosize


Get paid + Scavenger - ($11)
Argagarg Garg, Wisp arrives - ($9)
Faerie Dragon kills Jaina, takes 1 damage, Argagarg hits level 3 (midband)
Maxband Argagarg, Water Elemental arrives - ($7)
Huntress - ($5)
Faerie Dragon #2, feathering nothing - ($1)
Worker - ($0)


:psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air, flying)
:ps_: Scavenger: Faerie Dragon #2 4/2 (flying)
:exhaust: Technician: Argagarg L5 1/5
:target: Lookout: Huntress 3/3 (resist 0+1, anti-air, sparkshot)

Faerie Dragon #1 4/1 (flying, 1 damage)

:heart: Verdant Tree HP: 3 (healing 1; Tech buildings instantly (re)build)

:heart: Base HP: 12
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Heroes’ Hall HP: 4


Hand: 4

Dinosize
Dinosize
Moment’s Peace
Polymorph: Squirrel

Deck: 4

Merfolk Prospector
Moment’s Peace
Rampant Growth
Ferocity

Discard: 3

Wandering Mimic
Tiger Cub
Huntress

Card-count check (opponent-viewable)

Expected: 10 + 11 teched = 21
4 on board
4 in hand
4 in deck
3 in discard
6 in workers
Total: 21


Gold: 0
Workers: 11

5 x start
T1: Rich Earth
T2: Forest’s Favor
T3: Playful Panda
T4: Young Treant
T6: Spore Shambler
T7: Ironbark Treant